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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp15
1 files changed, 11 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index 4ce030ed484..8a51a25e6aa 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -73,10 +73,6 @@ bool RAS_VAOpenGLRasterizer::Init(void)
if (result)
{
- // if possible, add extensions to other platforms too, if this
- // rasterizer becomes messy just derive one for each platform
- // (ie. KX_Win32Rasterizer, KX_LinuxRasterizer etc.)
-
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
@@ -187,6 +183,17 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
glColor3d(0,0,0);
}
// use glDrawElements to draw each vertexarray
+ static bool doWarning = true;
+ if (vertexarrays.size() > 1 && doWarning)
+ {
+ /* TODO: if vertexarrays.size() == 1 then if we are multitexturing
+ we can glLockArraysEXT the vertex arrays - GL will be able to cache
+ the vertex transforms. */
+ std::cout << "# vertex arrays: " << vertexarrays.size() << std::endl;
+ std::cout << "I wondered if this could happen: please inform the proper authorities." << std::endl;
+ doWarning = false;
+ }
+
for (vt=0;vt<vertexarrays.size();vt++)
{
vertexarray = &((*vertexarrays[vt]) [0]);