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Reserve FBOs before shaders, as recommended in nvidia docs
Minor tweak in VBO allocation.
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parent
63216cd936
commit
a458a2401b
2 changed files with 5 additions and 20 deletions
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@ -896,10 +896,6 @@ void GL_SetDefaultState( void )
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qglShadeModel( GL_SMOOTH );
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qglDepthFunc( GL_LEQUAL );
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// the vertex array is always enabled, but the color and texture
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// arrays are enabled and disabled around the compiled vertex array call
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qglEnableClientState (GL_VERTEX_ARRAY);
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//
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// make sure our GL state vector is set correctly
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//
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@ -1368,10 +1364,10 @@ void R_Init( void ) {
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R_InitImages();
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GLSL_InitGPUShaders();
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FBO_Init();
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GLSL_InitGPUShaders();
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R_InitVBOs();
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R_InitShaders();
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@ -1417,9 +1413,9 @@ void RE_Shutdown( qboolean destroyWindow ) {
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R_SyncRenderThread();
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R_ShutdownCommandBuffers();
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R_ShutDownQueries();
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FBO_Shutdown();
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R_DeleteTextures();
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R_ShutdownVBOs();
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FBO_Shutdown();
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GLSL_ShutdownGPUShaders();
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}
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@ -678,7 +678,6 @@ R_InitVBOs
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void R_InitVBOs(void)
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{
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int dataSize;
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byte *data;
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ri.Printf(PRINT_ALL, "------- R_InitVBOs -------\n");
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@ -694,12 +693,7 @@ void R_InitVBOs(void)
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dataSize += sizeof(tess.lightdir[0]);
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dataSize *= SHADER_MAX_VERTEXES;
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data = ri.Malloc(dataSize);
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memset(data, 0, dataSize);
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tess.vbo = R_CreateVBO("tessVertexArray_VBO", data, dataSize, VBO_USAGE_DYNAMIC);
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ri.Free(data);
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tess.vbo = R_CreateVBO("tessVertexArray_VBO", NULL, dataSize, VBO_USAGE_DYNAMIC);
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tess.vbo->ofs_xyz = 0;
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tess.vbo->ofs_normal = tess.vbo->ofs_xyz + sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
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@ -723,12 +717,7 @@ void R_InitVBOs(void)
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dataSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
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data = ri.Malloc(dataSize);
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memset(data, 0, dataSize);
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tess.ibo = R_CreateIBO("tessVertexArray_IBO", data, dataSize, VBO_USAGE_DYNAMIC);
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ri.Free(data);
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tess.ibo = R_CreateIBO("tessVertexArray_IBO", NULL, dataSize, VBO_USAGE_DYNAMIC);
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R_BindNullVBO();
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R_BindNullIBO();
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