CHECKGLERROR
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
R_Mesh_Matrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
i = surfacelist[0];
0.125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+ R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
}
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
if (t != surface->texture)
break;
RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
R_Shadow_RenderMode_End();
model_t *model = ent->model;
msurface_t *surface;
int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
+ qboolean usebufferobject;
const int *element3i;
msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
int batchelements[BATCHSIZE*3];
rsurface_texture = tex->currentframe;
if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
vec3_t tempcenter, center;
for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
}
else
{
+ // use the bufferobject if all triangles are accepted
+ usebufferobject = true;
batchnumtriangles = 0;
// note: this only accepts consecutive surfaces because
// non-consecutive surfaces often have extreme vertex
if (trispvs)
{
if (!CHECKPVSBIT(trispvs, m))
+ {
+ usebufferobject = false;
continue;
+ }
}
else
{
if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3))
+ {
+ usebufferobject = false;
continue;
+ }
}
}
batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
if (batchnumtriangles >= BATCHSIZE)
{
Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
batchnumtriangles = 0;
+ usebufferobject = false;
}
}
r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
if (batchnumtriangles > 0)
{
Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
+ if (usebufferobject)
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchsurfacelist[k]->num_firsttriangle);
+ else
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
}
}
}