Upload the VBOs for Mod_Mesh models (such as the UI) during Mod_Mesh_Finalize.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 5 Aug 2018 21:39:11 +0000 (21:39 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 5 Aug 2018 21:39:11 +0000 (21:39 +0000)
commit3387cacc03e24a4104e96961383e43a62dd92df5
treeab694cbf54b87305f14993c03e32a45cd7244b2d
parentab2e285e252663c0b7ab9128eb5ef753419f276e
Upload the VBOs for Mod_Mesh models (such as the UI) during Mod_Mesh_Finalize.

Refactored the vbooffset handling in models to allow different vertex buffers for each array (this would only happen in the dynamic case when a buffer is recycled - so some code makes that assumption about dynamic buffers when freeing these).

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12451 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
model_shared.c
model_shared.h