+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ // GLES does not have glDrawRangeElements, and generally
+ // underperforms with index buffers, so this code path is
+ // relatively straightforward...
+#if 0
+ if (gl_paranoid.integer)
+ {
+ int r, prog, enabled, i;
+ GLsizei attriblength;
+ GLint attribsize;
+ GLenum attribtype;
+ GLchar attribname[1024];
+ r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (r != GL_FRAMEBUFFER_COMPLETE_EXT)
+ Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
+#ifndef GL_CURRENT_PROGRAM
+#define GL_CURRENT_PROGRAM 0x8B8D
+#endif
+ qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
+ if (r < 0 || r > 10000)
+ Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
+ prog = r;
+ for (i = 0;i < 8;i++)
+ {
+ qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
+ if (!r)
+ continue;
+ qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
+ Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
+ }
+ }
+#endif
+ if (element3s)
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ else if (element3i)
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+ CHECKGLERROR
+ }
+ break;