From 8f0629932d4849550253d248473ca9c68189723b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 6 Aug 2016 14:29:21 +0200 Subject: [PATCH] - ImmRenderBuffer is not needed anymore. --- src/gl/data/gl_vertexbuffer.cpp | 34 --------------------------------- src/gl/data/gl_vertexbuffer.h | 2 -- 2 files changed, 36 deletions(-) diff --git a/src/gl/data/gl_vertexbuffer.cpp b/src/gl/data/gl_vertexbuffer.cpp index dd3854596..fc17f7ff8 100644 --- a/src/gl/data/gl_vertexbuffer.cpp +++ b/src/gl/data/gl_vertexbuffer.cpp @@ -141,40 +141,6 @@ void FFlatVertexBuffer::BindVBO() } } -//========================================================================== -// -// immediate mode fallback for drivers without GL_ARB_buffer_storage -// -// No single core method is performant enough to handle this adequately -// so we have to resort to immediate mode instead... -// -//========================================================================== - -void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count) -{ - // this will only get called if we can't acquire a persistently mapped buffer. -#ifndef CORE_PROFILE - glBegin(primtype); - if (gl.glslversion > 0) - { - for (unsigned int i = 0; i < count; i++) - { - glVertexAttrib2fv(VATTR_TEXCOORD, &map[offset + i].u); - glVertexAttrib3fv(VATTR_VERTEX, &map[offset + i].x); - } - } - else // no shader means no vertex attributes, so use the old stuff instead. - { - for (unsigned int i = 0; i < count; i++) - { - glTexCoord2fv(&map[offset + i].u); - glVertex3fv(&map[offset + i].x); - } - } - glEnd(); -#endif -} - //========================================================================== // // Initialize a single vertex diff --git a/src/gl/data/gl_vertexbuffer.h b/src/gl/data/gl_vertexbuffer.h index edb38733a..0223c5791 100644 --- a/src/gl/data/gl_vertexbuffer.h +++ b/src/gl/data/gl_vertexbuffer.h @@ -54,8 +54,6 @@ class FFlatVertexBuffer : public FVertexBuffer static const unsigned int BUFFER_SIZE = 2000000; static const unsigned int BUFFER_SIZE_TO_USE = 1999500; - void ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count); - public: TArray vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer and as stand-in for pre GL 4.x