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- ImmRenderBuffer is not needed anymore.
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2 changed files with 0 additions and 36 deletions
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@ -141,40 +141,6 @@ void FFlatVertexBuffer::BindVBO()
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}
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}
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//==========================================================================
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//
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// immediate mode fallback for drivers without GL_ARB_buffer_storage
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//
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// No single core method is performant enough to handle this adequately
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// so we have to resort to immediate mode instead...
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//
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//==========================================================================
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void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
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{
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// this will only get called if we can't acquire a persistently mapped buffer.
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#ifndef CORE_PROFILE
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glBegin(primtype);
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if (gl.glslversion > 0)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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glVertexAttrib2fv(VATTR_TEXCOORD, &map[offset + i].u);
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glVertexAttrib3fv(VATTR_VERTEX, &map[offset + i].x);
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}
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}
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else // no shader means no vertex attributes, so use the old stuff instead.
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{
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for (unsigned int i = 0; i < count; i++)
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{
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glTexCoord2fv(&map[offset + i].u);
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glVertex3fv(&map[offset + i].x);
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}
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}
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glEnd();
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#endif
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}
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//==========================================================================
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//
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// Initialize a single vertex
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@ -54,8 +54,6 @@ class FFlatVertexBuffer : public FVertexBuffer
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static const unsigned int BUFFER_SIZE = 2000000;
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static const unsigned int BUFFER_SIZE_TO_USE = 1999500;
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void ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count);
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public:
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TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer and as stand-in for pre GL 4.x
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