static matrix4x4_t backend_projectmatrix;
static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
-static mempool_t *gl_backend_mempool;
/*
note: here's strip order for a terrain row:
static void R_Mesh_CacheArray_Shutdown(void);
void GL_Backend_AllocArrays(void)
{
- if (!gl_backend_mempool)
- gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
R_Mesh_CacheArray_Startup();
}
void GL_Backend_FreeArrays(void)
{
R_Mesh_CacheArray_Shutdown();
- Mem_FreePool(&gl_backend_mempool);
}
static void gl_backend_start(void)
int t1d, t2d, t3d, tcubemap;
int arrayenabled;
unsigned int arraycomponents;
- const float *pointer_texcoord;
+ const void *pointer_texcoord;
float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
float color4f[4];
int lockrange_first;
int lockrange_count;
- const float *pointer_vertex;
- const float *pointer_color;
+ const void *pointer_vertex;
+ const void *pointer_color;
}
gl_state;
const int *p;
if (!qglIsEnabled(GL_VERTEX_ARRAY))
Con_Print("R_Mesh_Draw: vertex array not enabled\n");
- for (j = 0, size = numvertices * 3, p = gl_state.pointer_vertex + firstvertex * 3;j < size;j++, p++)
+ for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
paranoidblah += *p;
if (gl_state.pointer_color)
{
if (!qglIsEnabled(GL_COLOR_ARRAY))
Con_Print("R_Mesh_Draw: color array set but not enabled\n");
- for (j = 0, size = numvertices * 4, p = gl_state.pointer_color + firstvertex * 4;j < size;j++, p++)
+ for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
paranoidblah += *p;
}
for (i = 0;i < backendarrayunits;i++)
GL_ClientActiveTexture(i);
if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
- for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents;j < size;j++, p++)
+ for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
paranoidblah += *p;
}
}