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OpenGL vertex buffer object emulation code. (#53)
* * Make more GL vertex buffer related functions use the xgl prefix. This allows me to later overload them in case I want to try to emulate vertex buffers in software. * * Add (incomplete) GL VBO emulation. Works well enough but it's very slow. * * Define USE_HARDWARE_GL_BUFFERS again.
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@@ -162,31 +162,31 @@ void Tesselator::draw()
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if (m_bHaveTex)
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{
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// it won't use address 12, because we've bound a buffer object
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_u));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_u));
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if (m_bHaveColor)
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{
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// it won't use address 12, because we've bound a buffer object
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offsetof(Vertex, m_color));
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glEnableClientState(GL_COLOR_ARRAY);
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xglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offsetof(Vertex, m_color));
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xglEnableClientState(GL_COLOR_ARRAY);
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}
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_x));
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glEnableClientState(GL_VERTEX_ARRAY);
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xglVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, m_x));
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xglEnableClientState(GL_VERTEX_ARRAY);
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// if we want to draw quads, draw triangles actually
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// otherwise, just pass the mode, it's fine
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if (m_drawArraysMode == GL_QUADS)
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glDrawArrays(GL_TRIANGLES, 0, field_4);
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xglDrawArrays(GL_TRIANGLES, 0, field_4);
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else
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glDrawArrays(m_drawArraysMode, 0, field_4);
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xglDrawArrays(m_drawArraysMode, 0, field_4);
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glDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_VERTEX_ARRAY);
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if (m_bHaveColor)
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glDisableClientState(GL_COLOR_ARRAY);
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xglDisableClientState(GL_COLOR_ARRAY);
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if (m_bHaveTex)
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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clear();
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