implemented uint16 element array support, and use of it for all the
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 10 Apr 2008 07:03:36 +0000 (07:03 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 10 Apr 2008 07:03:36 +0000 (07:03 +0000)
commita693d42bcf0b98bd486e156593832dcafd031a89
tree1542bfa47285d13f82e3d0343e6184c054dd50c8
parent11fdd674568f4edf96ec0a2c7d37639e24c7d561
implemented uint16 element array support, and use of it for all the
engine-generated geometry (particles, skybox, text, etc), as well as for
any map or model that fits the 65536 vertex limit (this can be disabled
for performance testing using the cvar gl_mesh_prefer_short_elements),
this hopefully improves performance on Radeon 9500-X300 cards and
GeForce1/2 cards which don't support uint32 elements

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8252 d7cf8633-e32d-0410-b094-e92efae38249
19 files changed:
cl_particles.c
cl_screen.c
clvm_cmds.c
draw.h
gl_backend.c
gl_backend.h
gl_draw.c
gl_rmain.c
gl_rsurf.c
model_alias.c
model_brush.c
model_shared.c
model_shared.h
r_explosion.c
r_lightning.c
r_shadow.c
r_shadow.h
r_sky.c
render.h