Switch to using floats instead of shorts for normal data - they're supposed to be faster.

Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
This commit is contained in:
Kester Maddock
2004-06-30 13:41:19 +00:00
parent 09d3007b71
commit c9b4585618
8 changed files with 50 additions and 121 deletions

View File

@@ -531,22 +531,22 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -561,25 +561,25 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
// the m_rgba field of RAS_TexVert
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -599,17 +599,17 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -621,19 +621,19 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
{
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -735,25 +735,25 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -788,28 +788,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -846,19 +846,19 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
@@ -888,21 +888,21 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;
glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
if (!recalc)
glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
vindex++;