Always reset vertex attrib pointers with animated meshes.

This commit is contained in:
SmileTheory 2013-03-11 22:46:21 -07:00
parent ce9d0e8595
commit 41985945f6

View file

@ -1762,6 +1762,9 @@ void GLSL_VertexAttribsState(uint32_t stateBits)
void GLSL_VertexAttribPointers(uint32_t attribBits)
{
qboolean animated;
int newFrame, oldFrame;
if(!glState.currentVBO)
{
ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound");
@ -1771,11 +1774,16 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", glState.currentVBO->name));
if((attribBits & ATTR_POSITION) && !(glState.vertexAttribPointersSet & ATTR_POSITION))
// position/normal/tangent/bitangent are always set in case of animation
oldFrame = glState.vertexAttribsOldFrame;
newFrame = glState.vertexAttribsNewFrame;
animated = (oldFrame != newFrame) && (glState.vertexAttribsInterpolation > 0.0f);
if((attribBits & ATTR_POSITION) && (!(glState.vertexAttribPointersSet & ATTR_POSITION) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsNewFrame * glState.currentVBO->size_xyz));
qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + newFrame * glState.currentVBO->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION;
}
@ -1795,28 +1803,28 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD;
}
if((attribBits & ATTR_NORMAL) && !(glState.vertexAttribPointersSet & ATTR_NORMAL))
if((attribBits & ATTR_NORMAL) && (!(glState.vertexAttribPointersSet & ATTR_NORMAL) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal));
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + newFrame * glState.currentVBO->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL;
}
#ifdef USE_VERT_TANGENT_SPACE
if((attribBits & ATTR_TANGENT) && !(glState.vertexAttribPointersSet & ATTR_TANGENT))
if((attribBits & ATTR_TANGENT) && (!(glState.vertexAttribPointersSet & ATTR_TANGENT) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + newFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT;
}
if((attribBits & ATTR_BITANGENT) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT))
if((attribBits & ATTR_BITANGENT) && (!(glState.vertexAttribPointersSet & ATTR_BITANGENT) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT )\n");
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + newFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_BITANGENT;
}
#endif
@ -1837,42 +1845,43 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION;
}
if((attribBits & ATTR_POSITION2) && !(glState.vertexAttribPointersSet & ATTR_POSITION2))
if((attribBits & ATTR_POSITION2) && (!(glState.vertexAttribPointersSet & ATTR_POSITION2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsOldFrame * glState.currentVBO->size_xyz));
qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + oldFrame * glState.currentVBO->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION2;
}
if((attribBits & ATTR_NORMAL2) && !(glState.vertexAttribPointersSet & ATTR_NORMAL2))
if((attribBits & ATTR_NORMAL2) && (!(glState.vertexAttribPointersSet & ATTR_NORMAL2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal));
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + oldFrame * glState.currentVBO->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL2;
}
#ifdef USE_VERT_TANGENT_SPACE
if((attribBits & ATTR_TANGENT2) && !(glState.vertexAttribPointersSet & ATTR_TANGENT2))
if((attribBits & ATTR_TANGENT2) && (!(glState.vertexAttribPointersSet & ATTR_TANGENT2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + oldFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT2;
}
if((attribBits & ATTR_BITANGENT2) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT2))
if((attribBits & ATTR_BITANGENT2) && (!(glState.vertexAttribPointersSet & ATTR_BITANGENT2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + oldFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_BITANGENT2;
}
#endif
}
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
{
shaderStage_t *pStage = tess.xstages[stage];