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