Clean up
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d78c6275bb
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11
GL/draw.c
11
GL/draw.c
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@ -999,7 +999,7 @@ GL_FORCE_INLINE void divide(SubmissionTarget* target) {
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}
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}
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}
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}
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GL_FORCE_INLINE void push(PolyHeader* header, GLboolean multiTextureHeader, PolyList* activePolyList, GLshort textureUnit) {
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GL_FORCE_INLINE void apply_poly_header(PolyHeader* header, GLboolean multiTextureHeader, PolyList* activePolyList, GLshort textureUnit) {
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TRACE();
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TRACE();
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// Compile the header
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// Compile the header
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@ -1128,6 +1128,8 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
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/* Make room for the vertices and header */
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/* Make room for the vertices and header */
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aligned_vector_extend(&target->output->vector, target->count + 1);
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aligned_vector_extend(&target->output->vector, target->count + 1);
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apply_poly_header(_glSubmissionTargetHeader(target), GL_FALSE, target->output, 0);
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/* If we're lighting, then we need to do some work in
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/* If we're lighting, then we need to do some work in
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* eye-space, so we only transform vertices by the modelview
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* eye-space, so we only transform vertices by the modelview
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* matrix, and then later multiply by projection.
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* matrix, and then later multiply by projection.
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@ -1158,8 +1160,6 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
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transform(target);
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transform(target);
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}
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}
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push(_glSubmissionTargetHeader(target), GL_FALSE, target->output, 0);
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/*
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/*
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Now, if multitexturing is enabled, we want to send exactly the same vertices again, except:
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Now, if multitexturing is enabled, we want to send exactly the same vertices again, except:
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- We want to enable blending, and send them to the TR list
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- We want to enable blending, and send them to the TR list
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@ -1191,6 +1191,8 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
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gl_assert(vertex);
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gl_assert(vertex);
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PolyHeader* mtHeader = (PolyHeader*) vertex++;
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PolyHeader* mtHeader = (PolyHeader*) vertex++;
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/* Send the buffer again to the transparent list */
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apply_poly_header(mtHeader, GL_TRUE, _glTransparentPolyList(), 1);
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/* Replace the UV coordinates with the ST ones */
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/* Replace the UV coordinates with the ST ones */
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VertexExtra* ve = aligned_vector_at(target->extras, 0);
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VertexExtra* ve = aligned_vector_at(target->extras, 0);
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@ -1200,9 +1202,6 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
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++vertex;
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++vertex;
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++ve;
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++ve;
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}
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}
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/* Send the buffer again to the transparent list */
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push(mtHeader, GL_TRUE, _glTransparentPolyList(), 1);
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}
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}
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void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
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void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
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