now calls GL_LockArrays manually around each R_Mesh_Draw call instead of locking...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 10 Mar 2004 21:40:02 +0000 (21:40 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 10 Mar 2004 21:40:02 +0000 (21:40 +0000)
commit32d2ef1df7b629964fa7871f98460afbca3367c1
tree89bc1615d5b9f9eb057bfbd416bac28c8d57e443
parent5f55eee61c5779e5d6bab6994e86660a30d12a1e
now calls GL_LockArrays manually around each R_Mesh_Draw call instead of locking inside R_Mesh_Draw, so some things can render the same geometry repeatedly (shadow volumes and lighting) without unlocking)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4005 d7cf8633-e32d-0410-b094-e92efae38249
gl_backend.c
gl_draw.c
gl_models.c
gl_rsurf.c
r_explosion.c
r_lightning.c
r_shadow.c
r_sky.c
todo