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authorSergey Sharybin <sergey.vfx@gmail.com>2011-12-01 16:12:39 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2011-12-01 16:12:39 +0400
commitf6f7e270e30946d0bb3ea4d5c556c994125e590f (patch)
tree4e77f43a26d834d0eed6917ec20bfa1bdb6d9902 /SConstruct
parentc74f6a51b66485eb2158ad1efc79be1eca5c5949 (diff)
Slight refactor of VBO code to deal with multiple textures.
Added compareDrawSettings callback to driver mesh's callbacks which are drawing textured faces (mapped and not mapped). This new callback checks if two faces are drawing with the same settings (testures, shading etc) and if they not, flush of faces happens into ogl using glDrawArrays and next face would be drawn with it's own settings. Currently implemented compareDrawSettings is used to resolve issue from bug report only, probably there are extra places where this callback is needed, but haven't seen configuration where current logic will fail, so it should be ok. Also reordered arguments passing to drawMappedFaces DM's callbacks, so now all drawing callback are accepting list of callbacks and then userData, instead of using mixed order of callbacks and userData which was a bit confusing to work with. This commit fixes: - #26410: VBO & multitexture doesnt work - #29464: VBO enabled causes UV coruption
Diffstat (limited to 'SConstruct')
0 files changed, 0 insertions, 0 deletions