gzdoom-gles/src/gl/data
Christoph Oelckers 9a1603b246 - made GLWall ready for multithreaded processing.
* to do this efficiently the amount of required vertices needs to be calculated up-front
* always create the vertices in the data generation pass, not the render pass.
* added synchronisation code to the vertex buffer allocator.

Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine.
2018-04-26 19:25:11 +02:00
..
gl_vertexbuffer.cpp Removed all superfluous #include's 2018-04-24 14:30:35 +03:00
gl_vertexbuffer.h - made GLWall ready for multithreaded processing. 2018-04-26 19:25:11 +02:00