- refactored main vertex buffer (but didn't merge with hwrender class yet.

This commit is contained in:
Christoph Oelckers 2018-10-27 14:24:47 +02:00
commit 72bc7693bd
11 changed files with 96 additions and 149 deletions

View file

@ -103,7 +103,7 @@ void FGLRenderer::Initialize(int width, int height)
mSkyVBO = new FSkyVertexBuffer;
mLights = new FLightBuffer();
mViewpoints = new GLViewpointBuffer;
gl_RenderState.SetVertexBuffer(mVBO);
GLRenderer->mVBO->Bind(gl_RenderState);
mFBID = 0;
mOldFBID = 0;
@ -197,7 +197,7 @@ void FGLRenderer::EndOffscreen()
sector_t *FGLRenderer::RenderView(player_t* player)
{
gl_RenderState.SetVertexBuffer(mVBO);
GLRenderer->mVBO->Bind(gl_RenderState);
mVBO->Reset();
sector_t *retsec;
@ -319,8 +319,8 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
mBuffers = mSaveBuffers;
P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
gl_RenderState.SetVertexBuffer(mVBO);
mVBO->Reset();
GLRenderer->mVBO->Bind(gl_RenderState);
mVBO->Reset();
mLights->Clear();
mViewpoints->Clear();
@ -537,7 +537,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
glDisable(GL_SCISSOR_TEST);
gl_RenderState.SetRenderStyle(STYLE_Translucent);
gl_RenderState.SetVertexBuffer(mVBO);
GLRenderer->mVBO->Bind(gl_RenderState);
gl_RenderState.EnableTexture(true);
gl_RenderState.EnableBrightmap(true);
gl_RenderState.SetTextureMode(TM_NORMAL);