else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
{
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
- R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
+ R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
}
else
GL_CullFace(r_refdef.view.cullface_back);
R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
}
- R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
+ R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
}
}
GL_DepthTest(true);
GL_DepthFunc(GL_GREATER);
GL_CullFace(r_refdef.view.cullface_back);
- R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
+ R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0);
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
if (!mesh->sidetotals[r_shadow_shadowmapside])
continue;
r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
- if (mesh->vertex3fbuffer)
- R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
- else
- R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
+ R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
}
CHECKGLERROR
for (;mesh;mesh = mesh->next)
{
r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
- if (mesh->vertex3fbuffer)
- R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
- else
- R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
+ R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
GL_DepthFunc(GL_ALWAYS);
R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
+ R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
GL_DepthFunc(GL_LEQUAL);
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
+ R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
CHECKGLERROR