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Tweak Vertex/Index buffer handling a bit.
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commit
6b80e6f83c
6 changed files with 69 additions and 79 deletions
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@ -83,17 +83,17 @@ void VertexManager::Draw()
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{
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if (IndexGenerator::GetNumTriangles() > 0)
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{
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glDrawElements(GL_TRIANGLES, IndexGenerator::GetTriangleindexLen(), GL_UNSIGNED_SHORT, TIBuffer);
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glDrawElements(GL_TRIANGLES, IndexGenerator::GetTriangleindexLen(), GL_UNSIGNED_SHORT, GetTriangleIndexBuffer());
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (IndexGenerator::GetNumLines() > 0)
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{
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glDrawElements(GL_LINES, IndexGenerator::GetLineindexLen(), GL_UNSIGNED_SHORT, LIBuffer);
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glDrawElements(GL_LINES, IndexGenerator::GetLineindexLen(), GL_UNSIGNED_SHORT, GetLineIndexBuffer());
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (IndexGenerator::GetNumPoints() > 0)
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{
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glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT, PIBuffer);
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glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT, GetPointIndexBuffer());
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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}
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