eliminated rmeshstate_t .pointer_vertex and .pointer_color (now must use R_Mesh_Verte...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 16 Apr 2006 09:21:17 +0000 (09:21 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 16 Apr 2006 09:21:17 +0000 (09:21 +0000)
commit7842db054947d1818134fc9eefebd37516ab683a
tree3c7b1566fc6a00f9e1a1cff3daf2961e81de43cf
parent5a424be4a0d4c0c444aed5485a2a136d3bb0f509
eliminated rmeshstate_t .pointer_vertex and .pointer_color (now must use R_Mesh_VertexPointer and R_Mesh_ColorPointer instead - in a lot of code these don't need to be called as often)
renamed R_Mesh_State to R_Mesh_TextureState
made an alternate variant of R_Mesh_TextureState called R_Mesh_ResetTextureState which acts like it was given an empty rmeshstate_t (but is faster than R_Mesh_TextureState)
moved R_Mesh_VertexPointer and R_Mesh_TexCoordPointer calls out of the inner loops of the GLSL surface path
other related cleanups

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6292 d7cf8633-e32d-0410-b094-e92efae38249
cl_particles.c
cl_screen.c
gl_backend.c
gl_backend.h
gl_draw.c
gl_rmain.c
gl_rsurf.c
r_explosion.c
r_lightning.c
r_shadow.c
r_sky.c