overhauled vertex formats, now supports 100% interleaved arrays
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 1 May 2010 16:48:33 +0000 (16:48 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 1 May 2010 16:48:33 +0000 (16:48 +0000)
commit38185bc1aea210514d6970e3c36a25ad97615e5f
treec0cdd4eace9ec200ee35b8e1746b7443a649c71a
parent1b9bd569d86874ea19375b66dd80ae4b4f34aab1
overhauled vertex formats, now supports 100% interleaved arrays
rendering mode, reworked vertexbuffer management to be a more robust
system, added fully vertex buffered rendering options
(gl_vbo_dynamicvertex, gl_vbo_dynamicindex) which are off by default
(they seem to hurt fps in tests here)
centralized handling of "generic" mesh rendering (fixed function stuff)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10109 d7cf8633-e32d-0410-b094-e92efae38249
19 files changed:
cl_particles.c
cl_screen.c
client.h
clvm_cmds.c
gl_backend.c
gl_backend.h
gl_draw.c
gl_rmain.c
gl_rsurf.c
glquake.h
mathlib.h
model_shared.c
model_shared.h
r_explosion.c
r_shadow.c
r_shadow.h
render.h
vid.h
vid_shared.c