isworldmodel = mod->isworldmodel;
used = mod->used;
if (mod->surfmesh.ebo)
- R_Mesh_DestroyEBO(mod->surfmesh.ebo);
+ R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
if (mod->surfmesh.vbo)
- R_Mesh_DestroyVBO(mod->surfmesh.vbo);
+ R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
// free textures/memory attached to the model
R_FreeTexturePool(&mod->texturepool);
Mem_FreePool(&mod->mempool);
// element buffer is easy because it's just one array
if (mesh->numtriangles)
- mesh->ebo = R_Mesh_CreateStaticEBO(mesh->element3i, mesh->numtriangles * sizeof(int[3]));
+ mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
// vertex buffer is several arrays and we put them in the same buffer
//
if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
- mesh->vbo = R_Mesh_CreateStaticVBO(mem, size);
+ mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
Mem_Free(mem);
}
}
for (;mesh;mesh = nextmesh)
{
if (mesh->ebo)
- R_Mesh_DestroyEBO(mesh->ebo);
+ R_Mesh_DestroyBufferObject(mesh->ebo);
if (mesh->vbo)
- R_Mesh_DestroyVBO(mesh->vbo);
+ R_Mesh_DestroyBufferObject(mesh->vbo);
nextmesh = mesh->next;
Mem_Free(mesh);
}
// element buffer is easy because it's just one array
if (loadmodel->surfmesh.num_triangles)
- loadmodel->surfmesh.ebo = R_Mesh_CreateStaticEBO(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+ loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
// vertex buffer is several arrays and we put them in the same buffer
//
if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
- loadmodel->surfmesh.vbo = R_Mesh_CreateStaticVBO(mem, size);
+ loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
Mem_Free(mem);
}
}