qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- GL_ColorPointer(NULL);
GL_Color(0, 0, 0, 0);
GL_Color(1, 1, 1, 1);
}
}
-void GL_VertexPointer(const float *p)
-{
- if (gl_state.pointer_vertex != p)
- {
- gl_state.pointer_vertex = p;
- CHECKGLERROR
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
- CHECKGLERROR
- }
-}
-
-void GL_ColorPointer(const float *p)
-{
- if (gl_state.pointer_color != p)
- {
- if (r_showtrispass)
- return;
- CHECKGLERROR
- if (!gl_state.pointer_color)
- {
- qglEnableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
- }
- else if (!p)
- {
- qglDisableClientState(GL_COLOR_ARRAY);
- CHECKGLERROR
- // when color array is on the glColor gets trashed, set it again
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
- CHECKGLERROR
- }
- gl_state.pointer_color = p;
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
- CHECKGLERROR
- }
-}
-
void GL_Color(float cr, float cg, float cb, float ca)
{
if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
qglUnlockArraysEXT();
CHECKGLERROR
}
- if (count && gl_supportslockarrays && gl_lockarrays.integer)
+ if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
{
gl_state.lockrange_first = first;
gl_state.lockrange_count = count;
Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
return;
}
+ CHECKGLERROR
if (r_showtrispass)
{
R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
}
c_meshs++;
c_meshelements += numelements;
- CHECKGLERROR
- if (r_render.integer)
+ if (gl_paranoid.integer)
{
- if (gl_paranoid.integer)
+ int i, j, size;
+ 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++)
+ paranoidblah += *p;
+ if (gl_state.pointer_color)
{
- int i, j, size;
- 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++)
+ 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++)
paranoidblah += *p;
- if (gl_state.pointer_color)
+ }
+ for (i = 0;i < backendunits;i++)
+ {
+ if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
{
- 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++)
+ if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
+ Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
+ GL_ActiveTexture(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++)
paranoidblah += *p;
}
- for (i = 0;i < backendunits;i++)
- {
- if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
- {
- if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
- Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
- GL_ActiveTexture(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++)
- paranoidblah += *p;
- }
- }
- for (i = 0;i < numtriangles * 3;i++)
+ }
+ for (i = 0;i < numtriangles * 3;i++)
+ {
+ if (elements[i] < 0 || elements[i] >= numverts)
{
- if (elements[i] < 0 || elements[i] >= numverts)
- {
- Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
- return;
- }
+ Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+ return;
}
}
CHECKGLERROR
- GL_LockArrays(0, numverts);
+ }
+ if (r_render.integer)
+ {
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
}
CHECKGLERROR
- GL_LockArrays(0, 0);
- CHECKGLERROR
}
}
}
}
-void R_Mesh_State_Texture(const rmeshstate_t *m)
+void R_Mesh_State(const rmeshstate_t *m)
{
int i, combinergb, combinealpha, scale, arrayis3d;
gltextureunit_t *unit;
BACKENDACTIVECHECK
+ if (gl_state.pointer_vertex != m->pointer_vertex)
+ {
+ gl_state.pointer_vertex = m->pointer_vertex;
+ CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+ CHECKGLERROR
+ }
+
+ if (r_showtrispass)
+ return;
+
+ if (gl_state.pointer_color != m->pointer_color)
+ {
+ CHECKGLERROR
+ if (!gl_state.pointer_color)
+ {
+ qglEnableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
+ }
+ else if (!m->pointer_color)
+ {
+ qglDisableClientState(GL_COLOR_ARRAY);
+ CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+ CHECKGLERROR
+ }
+ gl_state.pointer_color = m->pointer_color;
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+ CHECKGLERROR
+ }
+
if (gl_backend_rebindtextures)
{
gl_backend_rebindtextures = false;
GL_SetupTextureState();
}
- if (r_showtrispass)
- return;
for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
{
if (unit->t1d != m->tex1d[i])
GL_DepthTest(GL_FALSE);
GL_DepthMask(GL_FALSE);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ R_Mesh_State(&m);
r_showtrispass = true;
GL_ShowTrisColor(0.2,0.2,0.2,1);
goto showtris;