float *animcache_normal3f;
float *animcache_svector3f;
float *animcache_tvector3f;
+ // interleaved arrays for rendering and dynamic vertex buffers for them
+ r_vertexposition_t *animcache_vertexposition;
+ r_meshbuffer_t *animcache_vertexpositionbuffer;
+ r_vertexmesh_t *animcache_vertexmesh;
+ r_meshbuffer_t *animcache_vertexmeshbuffer;
// current lighting from map (updated ONLY by client code, not renderer)
vec3_t modellight_ambient;
int bloom;
int bloom_copypixels;
int bloom_drawpixels;
+ int indexbufferuploadcount;
+ int indexbufferuploadsize;
+ int vertexbufferuploadcount;
+ int vertexbufferuploadsize;
}
r_refdef_stats_t;