r_stat_bufferdatasize_index16,
r_stat_bufferdatasize_index32,
r_stat_bufferdatasize_uniform,
- r_stat_animcache_vertexmesh_count,
- r_stat_animcache_vertexmesh_vertices,
- r_stat_animcache_vertexmesh_maxvertices,
r_stat_animcache_skeletal_count,
r_stat_animcache_skeletal_bones,
r_stat_animcache_skeletal_maxbones,
r_stat_batch_dynamic_surfaces_because_tcmod_turbulent,
r_stat_batch_dynamic_vertices_because_tcmod_turbulent,
r_stat_batch_dynamic_triangles_because_tcmod_turbulent,
- r_stat_batch_dynamic_batches_because_interleavedarrays,
- r_stat_batch_dynamic_surfaces_because_interleavedarrays,
- r_stat_batch_dynamic_vertices_because_interleavedarrays,
- r_stat_batch_dynamic_triangles_because_interleavedarrays,
r_stat_batch_dynamic_batches_because_nogaps,
r_stat_batch_dynamic_surfaces_because_nogaps,
r_stat_batch_dynamic_vertices_because_nogaps,
float *animcache_tvector3f;
r_meshbuffer_t *animcache_tvector3f_vertexbuffer;
int animcache_tvector3f_bufferoffset;
- // interleaved arrays for rendering and dynamic vertex buffers for them
- r_vertexmesh_t *animcache_vertexmesh;
- r_meshbuffer_t *animcache_vertexmesh_vertexbuffer;
- int animcache_vertexmesh_bufferoffset;
// gpu-skinning shader needs transforms in a certain format, we have to
// upload this to a uniform buffer for the shader to use, and also keep a
// backup copy in system memory for the dynamic batch fallback code