- flat rendering must check for missing vertex buffer data.

This commit is contained in:
Christoph Oelckers 2018-06-05 21:44:38 +02:00
parent 60b6dbadb2
commit 2baed338f7

View file

@ -210,24 +210,27 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
auto vcount = flat->sector->ibocount;
gl_RenderState.Apply();
auto iboindex = flat->iboindex;
if (gl.legacyMode)
{
processlights = false;
goto legacy;
iboindex = -1;
}
if (iboindex >= 0)
{
if (vcount > 0 && !gl_RenderState.GetClipLineShouldBeActive())
{
if (processlights) SetupSectorLights(flat, GLPASS_ALL, &dli);
drawcalls.Clock();
glDrawElements(GL_TRIANGLES, vcount, GL_UNSIGNED_INT, GLRenderer->mVBO->GetIndexPointer() + flat->iboindex);
glDrawElements(GL_TRIANGLES, vcount, GL_UNSIGNED_INT, GLRenderer->mVBO->GetIndexPointer() + iboindex);
drawcalls.Unclock();
flatvertices += vcount;
flatprimitives++;
}
else if (flat->iboindex >= 0)
else
{
int index = flat->iboindex;
int index = iboindex;
for (int i = 0; i < flat->sector->subsectorcount; i++)
{
subsector_t * sub = flat->sector->subsectors[i];
@ -245,9 +248,9 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
index += (sub->numlines - 2) * 3;
}
}
}
else
{
legacy:
// Draw the subsectors belonging to this sector
for (int i=0; i<flat->sector->subsectorcount; i++)
{