}
*/
-unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
-unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
+int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelement3i[QUADELEMENTS_MAXQUADS*6];
+unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
void GL_Backend_AllocArrays(void)
{
for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
{
- polygonelements[i * 3 + 0] = 0;
- polygonelements[i * 3 + 1] = i + 1;
- polygonelements[i * 3 + 2] = i + 2;
+ polygonelement3s[i * 3 + 0] = 0;
+ polygonelement3s[i * 3 + 1] = i + 1;
+ polygonelement3s[i * 3 + 2] = i + 2;
}
// elements for rendering a series of quads as triangles
for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
{
- quadelements[i * 6 + 0] = i * 4;
- quadelements[i * 6 + 1] = i * 4 + 1;
- quadelements[i * 6 + 2] = i * 4 + 2;
- quadelements[i * 6 + 3] = i * 4;
- quadelements[i * 6 + 4] = i * 4 + 2;
- quadelements[i * 6 + 5] = i * 4 + 3;
+ quadelement3s[i * 6 + 0] = i * 4;
+ quadelement3s[i * 6 + 1] = i * 4 + 1;
+ quadelement3s[i * 6 + 2] = i * 4 + 2;
+ quadelement3s[i * 6 + 3] = i * 4;
+ quadelement3s[i * 6 + 4] = i * 4 + 2;
+ quadelement3s[i * 6 + 5] = i * 4 + 3;
}
+ for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
+ polygonelement3i[i] = polygonelement3s[i];
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ quadelement3i[i] = quadelement3s[i];
+
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&r_renderview);
Cvar_RegisterVariable(&r_waterwarp);
void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
{
matrix4x4_t tempmatrix, basematrix;
- if (border > size - 2)
- border = size - 2;
memset(v, 0, sizeof(*v));
v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
v->cameramatrix = *cameramatrix;
void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
{
- if (!gl_vbo.integer)
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
bufferobject = 0;
if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
{
// means that a valid vbo may be supplied even if there is no color array.
if (color4f)
{
- if (!gl_vbo.integer)
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
bufferobject = 0;
// caller wants color array enabled
if (!gl_state.pointer_color_enabled)
// that involve a valid bufferobject also supply a texcoord array
if (texcoord)
{
- if (!gl_vbo.integer)
+ if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
bufferobject = 0;
// texture array unit is enabled, enable the array
if (!unit->arrayenabled)