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)
// renders triangles using vertices from the active arrays
int paranoidblah = 0;
-void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
{
unsigned int numelements = numtriangles * 3;
- if (numverts == 0 || numtriangles == 0)
+ if (numvertices < 3 || numtriangles < 1)
{
- Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
return;
}
- CHECKGLERROR
+ //CHECKGLERROR
if (r_showtrispass)
{
- R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
+ R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
return;
}
c_meshs++;
const int *p;
if (!qglIsEnabled(GL_VERTEX_ARRAY))
Con_Print("R_Mesh_Draw: vertex array not enabled\n");
- for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), 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 = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), 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 = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), 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;
}
}
for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- if (elements[i] < 0 || elements[i] >= numverts)
+ if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
{
- Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
return;
}
}
}
else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+ CHECKGLERROR
}
else
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+ CHECKGLERROR
}
- CHECKGLERROR
}
}
}
}
-void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
{
qglBegin(GL_LINES);
for (;numtriangles;numtriangles--, elements += 3)
varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
GL_LockArrays(0, 4);
- R_Mesh_Draw(4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
GL_LockArrays(0, 0);
R_Mesh_Finish();
// refresh