void GL_BlendFunc(int blendfunc1, int blendfunc2);
void GL_DepthMask(int state);
void GL_DepthTest(int state);
+void GL_DepthRange(float nearfrac, float farfrac);
+void GL_PolygonOffset(float planeoffset, float depthoffset);
void GL_CullFace(int state);
void GL_AlphaTest(int state);
void GL_ColorMask(int r, int g, int b, int a);
// pointers
const float *pointer_texcoord[MAX_TEXTUREUNITS]; // 2D
const float *pointer_texcoord3f[MAX_TEXTUREUNITS]; // 3D
+ int pointer_texcoord_bufferobject[MAX_TEXTUREUNITS]; // 2D and 3D
+ size_t pointer_texcoord_bufferoffset[MAX_TEXTUREUNITS]; // 2D and 3D
}
rmeshstate_t;
int R_Mesh_CreateStaticEBO(void *data, size_t size);
// frees an element array buffer object
void R_Mesh_DestroyEBO(int bufferobject);
-// allocates a static vertex array buffer object
-// (storing vertex data in video memory)
-int R_Mesh_CreateStaticVBO(void *data, size_t size);
-// frees a vertex array buffer object
-void R_Mesh_DestroyVBO(int bufferobject);
+// allocates a static vertex/element array buffer object
+// (storing vertex or element data in video memory)
+// target is GL_ELEMENT_ARRAY_BUFFER_ARB (triangle elements)
+// or GL_ARRAY_BUFFER_ARB (vertex data)
+int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name);
+// frees a vertex/element array buffer object
+void R_Mesh_DestroyBufferObject(int bufferobject);
+void GL_Mesh_ListVBOs(qboolean printeach);
// sets up the requested vertex transform matrix
void R_Mesh_Matrix(const matrix4x4_t *matrix);