Add vao cache for static surfaces.
Remove support for draw range elements, multi draw arrays, world vao creation, surface merging.
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127464ed19
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c65d2c2657
12 files changed
+413
-730
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@@ -366,8 +366,6 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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int s, t;
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int firstVertex = tess.numVertexes;
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//int firstIndex = tess.numIndexes;
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int minIndex = tess.minIndex;
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int maxIndex = tess.maxIndex;
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vec4_t color;
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//tess.numVertexes = 0;
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@@ -417,9 +415,6 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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}
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}
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tess.minIndex = firstVertex;
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tess.maxIndex = tess.numVertexes;
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// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
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RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);
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/*
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@@ -465,7 +460,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
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}
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R_DrawElementsVao(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);
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R_DrawElements(tess.numIndexes - tess.firstIndex, tess.firstIndex);
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//qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(glIndex_t)));
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@@ -475,8 +470,6 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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tess.numIndexes = tess.firstIndex;
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tess.numVertexes = firstVertex;
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tess.firstIndex = 0;
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tess.minIndex = minIndex;
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tess.maxIndex = maxIndex;
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}
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static void DrawSkyBox( shader_t *shader )
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