diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2015-12-07 02:24:55 +0300 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2015-12-08 06:05:09 +0300 |
commit | fe2f3a131d96e4b0d1c85e1379b30c73f6378ffd (patch) | |
tree | 90b2b683fe86eb62c880995986573993807aa0cb /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt | |
parent | 9d03307033338dc6ce57a2258e4dd01d09f1dcb3 (diff) |
OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data)
The only use we had for RAS_StorageIM was to render derived meshes using
Blender's mesh drawing. This is now handled as a special case in
RAS_OpenGLRasterizer instead of in RAS_StorageIM.
We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment
vertex arrays are still the default since our vertex array with display
lists implementation is still much faster than our VBO code in a lot of
cases. As we improve our VBO code, we can drop vertex arrays since
Blender's minimum OpenGL version is being bumped up to 2.1, which
supports VBOs.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt index 888a7114f50..168e3fa45a1 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt @@ -53,7 +53,6 @@ set(SRC RAS_ListRasterizer.cpp RAS_OpenGLLight.cpp RAS_OpenGLRasterizer.cpp - RAS_StorageIM.cpp RAS_StorageVA.cpp RAS_StorageVBO.cpp @@ -62,7 +61,6 @@ set(SRC RAS_ListRasterizer.h RAS_OpenGLLight.h RAS_OpenGLRasterizer.h - RAS_StorageIM.h RAS_StorageVA.h RAS_StorageVBO.h ) |