- refactored main vertex buffer (but didn't merge with hwrender class yet.
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332ab220ad
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72bc7693bd
11 changed files with 96 additions and 149 deletions
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@ -103,7 +103,7 @@ void FGLRenderer::Initialize(int width, int height)
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mSkyVBO = new FSkyVertexBuffer;
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mLights = new FLightBuffer();
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mViewpoints = new GLViewpointBuffer;
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gl_RenderState.SetVertexBuffer(mVBO);
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GLRenderer->mVBO->Bind(gl_RenderState);
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mFBID = 0;
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mOldFBID = 0;
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@ -197,7 +197,7 @@ void FGLRenderer::EndOffscreen()
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sector_t *FGLRenderer::RenderView(player_t* player)
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{
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gl_RenderState.SetVertexBuffer(mVBO);
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GLRenderer->mVBO->Bind(gl_RenderState);
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mVBO->Reset();
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sector_t *retsec;
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@ -319,8 +319,8 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
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mBuffers = mSaveBuffers;
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P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
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gl_RenderState.SetVertexBuffer(mVBO);
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mVBO->Reset();
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GLRenderer->mVBO->Bind(gl_RenderState);
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mVBO->Reset();
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mLights->Clear();
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mViewpoints->Clear();
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@ -537,7 +537,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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glDisable(GL_SCISSOR_TEST);
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gl_RenderState.SetRenderStyle(STYLE_Translucent);
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gl_RenderState.SetVertexBuffer(mVBO);
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GLRenderer->mVBO->Bind(gl_RenderState);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetTextureMode(TM_NORMAL);
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