Sync with Apricot Game Engine

=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
This commit is contained in:
Brecht Van Lommel
2008-07-10 12:47:20 +00:00
parent 3d7358539d
commit 99fdf27af9
42 changed files with 762 additions and 751 deletions

View File

@@ -161,9 +161,7 @@ void RAS_ListRasterizer::ReleaseAlloc()
void RAS_ListRasterizer::IndexPrimitives(
const vecVertexArray & vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
@@ -185,15 +183,13 @@ void RAS_ListRasterizer::IndexPrimitives(
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::IndexPrimitives(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
mode, useObjectColor,
rgbacolor,slot
);
} else {
RAS_OpenGLRasterizer::IndexPrimitives(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
mode, useObjectColor,
rgbacolor,slot
);
}
@@ -208,9 +204,7 @@ void RAS_ListRasterizer::IndexPrimitives(
void RAS_ListRasterizer::IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
DrawMode mode,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
@@ -230,18 +224,19 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(
}
}
if (mUseVertexArrays) {
// workaround: note how we do not use vertex arrays for making display
// lists, since glVertexAttribPointerARB doesn't seem to work correct
// in display lists on ATI? either a bug in the driver or in Blender ..
if (mUseVertexArrays && !localSlot) {
RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
mode, useObjectColor,
rgbacolor,slot
);
} else {
RAS_OpenGLRasterizer::IndexPrimitivesMulti(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
mode, useObjectColor,
rgbacolor,slot
);
}