X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.h;h=981ae6f0626bc1ae3600c818403e461dac78404d;hp=0c6913d9be28ef925d8e739228a5e2366e513808;hb=9b793d68226cc30e873aa027ffc74c0fc98c5514;hpb=c2e80277d20d64e0da8ea14523eed5af1f3120dd diff --git a/gl_backend.h b/gl_backend.h index 0c6913d9..981ae6f0 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -72,22 +72,22 @@ void R_Mesh_Finish(void); // vertex buffer and index buffer creation/updating/freeing -r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16); -void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size); +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16); +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset); void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); void GL_Mesh_ListVBOs(qboolean printeach); -void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer); +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset); r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices); qboolean R_Mesh_PrepareVertices_Generic_Unlock(void); void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f); -void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer); +void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset); r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices); qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void); // if this returns false, you need to prepare the mesh again! void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f); -void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer); +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer, int bufferoffset); // sets up the requested vertex transform matrix void R_EntityMatrix(const matrix4x4_t *matrix);