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- fixed: OpenGL2 should not use the precalculated vertex buffer data for flat rendering.
This wasn't set up properly anymore because the new index-based buffer code is not efficient on GL2, but the render function forgot to skip the buffer checks and jump right to the fallback path.
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359b13b783
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1 changed files with 6 additions and 1 deletions
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@ -209,7 +209,11 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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int dli = flat->dynlightindex;
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int dli = flat->dynlightindex;
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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if (gl.legacyMode) processlights = false;
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if (gl.legacyMode)
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{
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processlights = false;
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goto legacy;
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}
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auto vcount = flat->sector->ibocount;
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auto vcount = flat->sector->ibocount;
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if (vcount > 0 && !gl_RenderState.GetClipLineShouldBeActive())
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if (vcount > 0 && !gl_RenderState.GetClipLineShouldBeActive())
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@ -243,6 +247,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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}
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}
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else
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else
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{
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{
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legacy:
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// Draw the subsectors belonging to this sector
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// Draw the subsectors belonging to this sector
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for (int i=0; i<flat->sector->subsectorcount; i++)
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for (int i=0; i<flat->sector->subsectorcount; i++)
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{
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{
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