added bufferobject and bufferoffset parameters to all R_Mesh_*Pointer functions and...
[xonotic/darkplaces.git] / cl_screen.c
index 5ec0656..581852a 100644 (file)
@@ -1648,11 +1648,11 @@ void SCR_UpdateLoadingScreen (qboolean clear)
        GL_Color(1,1,1,1);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthTest(false);
        GL_Color(1,1,1,1);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthTest(false);
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(pic->tex));
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(pic->tex));
-       R_Mesh_TexCoordPointer(0, 2, texcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
        vertex3f[2] = vertex3f[5] = vertex3f[8] = vertex3f[11] = 0;
        vertex3f[0] = vertex3f[9] = x;
        vertex3f[1] = vertex3f[4] = y;
        vertex3f[2] = vertex3f[5] = vertex3f[8] = vertex3f[11] = 0;
        vertex3f[0] = vertex3f[9] = x;
        vertex3f[1] = vertex3f[4] = y;
@@ -1665,14 +1665,14 @@ void SCR_UpdateLoadingScreen (qboolean clear)
        if (vid.stereobuffer)
        {
                qglDrawBuffer(GL_FRONT_LEFT);
        if (vid.stereobuffer)
        {
                qglDrawBuffer(GL_FRONT_LEFT);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                qglDrawBuffer(GL_FRONT_RIGHT);
                qglDrawBuffer(GL_FRONT_RIGHT);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
        else
        {
                qglDrawBuffer(GL_FRONT);
        }
        else
        {
                qglDrawBuffer(GL_FRONT);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
        R_Mesh_Finish();
        // refresh
        }
        R_Mesh_Finish();
        // refresh