]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
remove support for GL_EXT_compiled_vertex_array extension
[xonotic/darkplaces.git] / r_shadow.c
index 44df036de3f7775386c34f8772d1190a50736644..56c387f986c6d9b1d86581d9ea136244f2a8f2ee 100644 (file)
@@ -1330,7 +1330,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                r_refdef.stats.lights_shadowtriangles += tris;
                CHECKGLERROR
                R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
                r_refdef.stats.lights_shadowtriangles += tris;
                CHECKGLERROR
                R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
-               GL_LockArrays(0, outverts);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                {
                        // increment stencil if frontface is infront of depthbuffer
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                {
                        // increment stencil if frontface is infront of depthbuffer
@@ -1352,7 +1351,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                }
                R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                }
                R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
-               GL_LockArrays(0, 0);
                CHECKGLERROR
        }
 }
                CHECKGLERROR
        }
 }
@@ -2682,14 +2680,6 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices,
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
-       if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
-               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-       else
-               R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
@@ -3311,7 +3301,6 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
                        R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
                        R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
-                       GL_LockArrays(0, mesh->numverts);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
@@ -3333,7 +3322,6 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
                        R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
                        R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
-                       GL_LockArrays(0, 0);
                }
                CHECKGLERROR
        }
                }
                CHECKGLERROR
        }