When calling qglDrawRangeElementsEXT(), use proper start and end parameters.
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8234225459
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@@ -1151,6 +1151,8 @@ typedef struct srfGridMesh_s
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// BSP VBO offsets
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int firstVert;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo; // points to bsp model VBO
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@@ -1180,6 +1182,8 @@ typedef struct
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// BSP VBO offsets
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int firstVert;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo; // points to bsp model VBO
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@@ -1209,6 +1213,8 @@ typedef struct
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// BSP VBO offsets
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int firstVert;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo; // points to bsp model VBO
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@@ -1267,6 +1273,8 @@ typedef struct srfVBOMesh_s
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int numIndexes;
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int numVerts;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo;
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@@ -1283,6 +1291,8 @@ typedef struct srfVBOMDVMesh_s
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// backEnd stats
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int numIndexes;
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int numVerts;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo;
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@@ -2363,11 +2373,15 @@ typedef struct shaderCommands_s
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int firstIndex;
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int numIndexes;
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int numVertexes;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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int multiDrawPrimitives;
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GLsizei multiDrawNumIndexes[MAX_MULTIDRAW_PRIMITIVES];
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GLvoid * multiDrawFirstIndex[MAX_MULTIDRAW_PRIMITIVES];
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GLvoid * multiDrawLastIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t *multiDrawFirstIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t *multiDrawLastIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t multiDrawMinIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t multiDrawMaxIndex[MAX_MULTIDRAW_PRIMITIVES];
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// info extracted from current shader
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int numPasses;
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@@ -2382,7 +2396,7 @@ void RB_EndSurface(void);
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void RB_CheckOverflow( int verts, int indexes );
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#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
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void R_DrawElementsVBO( int numIndexes, int firstIndex );
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void R_DrawElementsVBO( int numIndexes, glIndex_t firstIndex, glIndex_t minIndex, glIndex_t maxIndex );
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void RB_StageIteratorGeneric( void );
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void RB_StageIteratorSky( void );
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void RB_StageIteratorVertexLitTexture( void );
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