- use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer.
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bca47bb9bc
commit
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8 changed files with 281 additions and 101 deletions
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@ -99,6 +99,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mLights = NULL;
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}
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void gl_LoadModels();
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void FGLRenderer::Initialize()
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{
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glpart2 = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart2.png"), FTexture::TEX_MiscPatch);
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@ -107,13 +109,13 @@ void FGLRenderer::Initialize()
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mVBO = new FFlatVertexBuffer;
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mSkyVBO = new FSkyVertexBuffer;
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mModelVBO = new FModelVertexBuffer;
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mLights = new FLightBuffer();
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gl_RenderState.SetVertexBuffer(mVBO);
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mFBID = 0;
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SetupLevel();
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mShaderManager = new FShaderManager;
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mSamplerManager = new FSamplerManager;
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gl_LoadModels();
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}
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FGLRenderer::~FGLRenderer()
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@ -123,7 +125,6 @@ FGLRenderer::~FGLRenderer()
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if (mShaderManager != NULL) delete mShaderManager;
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if (mSamplerManager != NULL) delete mSamplerManager;
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if (mVBO != NULL) delete mVBO;
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if (mModelVBO) delete mModelVBO;
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if (mSkyVBO != NULL) delete mSkyVBO;
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if (mLights != NULL) delete mLights;
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if (glpart2) delete glpart2;
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