* Fix for a crash in game engine vertex array drawing with texfaces.
* For 2D filters, don't require opengl 2.0 but just the extensions, so it works on computers without full 2.0 support too. * In debug mode, don't print memory statistics for preview render.
This commit is contained in:
@@ -142,6 +142,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
|
||||
glColor3d(0,0,0);
|
||||
}
|
||||
|
||||
EnableTextures(false);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
// use glDrawElements to draw each vertexarray
|
||||
for (vt=0;vt<vertexarrays.size();vt++)
|
||||
{
|
||||
@@ -168,6 +171,8 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
|
||||
|
||||
|
||||
}
|
||||
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti( const vecVertexArray& vertexarrays,
|
||||
@@ -281,6 +286,8 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
glClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
}
|
||||
|
||||
if(GLEW_ARB_vertex_program) {
|
||||
@@ -359,10 +366,14 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
glClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
}
|
||||
else {
|
||||
if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
if(texco_num) {
|
||||
if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
if(GLEW_ARB_vertex_program) {
|
||||
@@ -383,5 +394,10 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!enable) {
|
||||
m_last_texco_num = 0;
|
||||
m_last_attrib_num = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user