OpenGL2: Interleave vertex data for static MD3s.

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SmileTheory committed 2014-10-15 03:42:29 -07:00
1 parent 05e07311ba
commit 541d3a40c2
3 files changed
+132 -83

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+6 -6
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@@ -1512,12 +1512,12 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
newFrame = glState.vertexAttribsNewFrame;
if (glState.vertexAnimation)
{
extraOffsets[ATTR_INDEX_POSITION] = newFrame * vao->size_xyz;
extraOffsets[ATTR_INDEX_POSITION2] = oldFrame * vao->size_xyz;
extraOffsets[ATTR_INDEX_NORMAL] = newFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_NORMAL2] = oldFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_TANGENT] = newFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_TANGENT2] = oldFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_POSITION] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_POSITION2] = oldFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_NORMAL] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_NORMAL2] = oldFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_TANGENT] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_TANGENT2] = oldFrame * vao->frameSize;
}
// this may not be bound if we're using VAOs