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OpenGL2: Ensure tess VAO is bound before using it.
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1 changed files with 12 additions and 0 deletions
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@ -91,6 +91,8 @@ void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4],
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uint32_t pNormal;
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int ndx;
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RB_CheckVao(tess.vao);
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RB_CHECKOVERFLOW( 4, 6 );
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ndx = tess.numVertexes;
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@ -283,6 +285,8 @@ static void RB_SurfacePolychain( srfPoly_t *p ) {
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int i;
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int numv;
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RB_CheckVao(tess.vao);
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RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
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// fan triangles into the tess array
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@ -626,6 +630,8 @@ static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, f
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int vbase;
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float t = len / 256.0f;
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RB_CheckVao(tess.vao);
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RB_CHECKOVERFLOW( 4, 6 );
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vbase = tess.numVertexes;
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@ -707,6 +713,8 @@ static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, cons
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}
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}
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RB_CheckVao(tess.vao);
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for ( i = 0; i < numSegs; i++ )
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{
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int j;
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@ -1218,6 +1226,8 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
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backlerp = backEnd.currentEntity->e.backlerp;
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}
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RB_CheckVao(tess.vao);
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RB_CHECKOVERFLOW( surface->numVerts, surface->numIndexes );
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LerpMeshVertexes (surface, backlerp);
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@ -1325,6 +1335,8 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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return;
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}
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RB_CheckVao(tess.vao);
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dlightBits = srf->dlightBits;
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tess.dlightBits |= dlightBits;
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