- rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x.

This commit is contained in:
Christoph Oelckers 2014-06-14 01:24:28 +02:00
commit 8d9a90cd22
8 changed files with 240 additions and 149 deletions

View file

@ -94,6 +94,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mViewVector = FVector2(0,0);
mCameraPos = FVector3(0,0,0);
mVBO = NULL;
mSkyVBO = NULL;
gl_spriteindex = 0;
mShaderManager = NULL;
glpart2 = glpart = gllight = mirrortexture = NULL;
@ -107,6 +108,7 @@ void FGLRenderer::Initialize()
gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch);
mVBO = new FFlatVertexBuffer;
mSkyVBO = new FSkyVertexBuffer;
gl_RenderState.SetVertexBuffer(mVBO);
mFBID = 0;
SetupLevel();
@ -122,6 +124,7 @@ FGLRenderer::~FGLRenderer()
//if (mThreadManager != NULL) delete mThreadManager;
if (mShaderManager != NULL) delete mShaderManager;
if (mVBO != NULL) delete mVBO;
if (mSkyVBO != NULL) delete mSkyVBO;
if (glpart2) delete glpart2;
if (glpart) delete glpart;
if (mirrortexture) delete mirrortexture;