Revert "Use function compatible with GLES 3.0 for drawing elements with offset."
This reverts commit 86a1d3a07a
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131dfb2fc0
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@ -62,6 +62,8 @@ extern "C" {
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#define GL_FRAMEBUFFER_COMPLETE_EXT GL_FRAMEBUFFER_COMPLETE
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extern PFNGLDEBUGMESSAGECALLBACKKHRPROC pglDebugMessageCallbackKHR;
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extern PFNGLDRAWELEMENTSBASEVERTEXOESPROC pglDrawElementsBaseVertexOES;
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#define glDrawElementsBaseVertex pglDrawElementsBaseVertexOES
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#define glDebugMessageCallbackARB pglDebugMessageCallbackKHR
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#endif
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@ -34,6 +34,7 @@
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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PFNGLDRAWELEMENTSBASEVERTEXOESPROC pglDrawElementsBaseVertexOES = 0;
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PFNGLDEBUGMESSAGECALLBACKKHRPROC pglDebugMessageCallbackKHR = 0;
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#endif
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@ -192,6 +193,7 @@ void initGL()
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if (GLEW_OK != err)
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Log::fatal("GLEW", "Glew initialisation failed with error %s", glewGetErrorString(err));
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#else
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glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXOESPROC)eglGetProcAddress("glDrawElementsBaseVertexOES");
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glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKKHRPROC)eglGetProcAddress("glDebugMessageCallbackKHR");
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#endif
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@ -989,9 +989,9 @@ void draw(const T *Shader, const GLMesh *mesh, uniforms... Args)
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}
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Shader->setUniforms(Args...);
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glDrawRangeElements(ptype, (int)mesh->vaoBaseVertex,
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(int)mesh->vaoBaseVertex + count - 1,
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count, itype, (GLvoid *)mesh->vaoOffset);
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glDrawElementsBaseVertex(ptype, (int)count, itype,
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(GLvoid *)mesh->vaoOffset,
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(int)mesh->vaoBaseVertex);
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if (need_change_hue)
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{
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@ -1645,9 +1645,8 @@ void IrrDriver::renderTransparent()
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DisplaceMaskShader::getInstance()->use();
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DisplaceMaskShader::getInstance()->setUniforms(AbsoluteTransformation);
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glDrawRangeElements(ptype, (int)mesh.vaoBaseVertex,
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(int)mesh.vaoBaseVertex + count - 1,
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count, itype, (GLvoid *)mesh.vaoOffset);
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glDrawElementsBaseVertex(ptype, (int)count, itype,
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(GLvoid *)mesh.vaoOffset, (int)mesh.vaoBaseVertex);
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}
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irr_driver->getFBO(FBO_DISPLACE).bind();
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@ -1678,9 +1677,8 @@ void IrrDriver::renderTransparent()
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core::vector2df(cb->getDirX(), cb->getDirY()),
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core::vector2df(cb->getDir2X(), cb->getDir2Y()));
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glDrawRangeElements(ptype, (int)mesh.vaoBaseVertex,
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(int)mesh.vaoBaseVertex + count - 1,
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count, itype, (GLvoid *)mesh.vaoOffset);
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glDrawElementsBaseVertex(ptype, (int)count, itype, (GLvoid *)mesh.vaoOffset,
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(int)mesh.vaoBaseVertex);
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}
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irr_driver->getFBO(FBO_COLORS).bind();
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@ -1702,9 +1700,8 @@ void drawShadow(const T *Shader, unsigned cascade, const GLMesh *mesh, uniforms.
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size_t count = mesh->IndexCount;
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Shader->setUniforms(cascade, Args...);
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glDrawRangeElements(ptype, (int)mesh->vaoBaseVertex,
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(int)mesh->vaoBaseVertex + count - 1,
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count, itype, (GLvoid *)mesh->vaoOffset);
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glDrawElementsBaseVertex(ptype, (int)count, itype,
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(GLvoid *)mesh->vaoOffset, (int)mesh->vaoBaseVertex);
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} // drawShadow
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// ----------------------------------------------------------------------------
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@ -136,9 +136,7 @@ void STKMeshSceneNode::drawGlow(const GLMesh &mesh)
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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ColorizeShader::getInstance()->setUniforms(AbsoluteTransformation, video::SColorf(glowcolor.getRed() / 255.f, glowcolor.getGreen() / 255.f, glowcolor.getBlue() / 255.f));
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glDrawRangeElements(ptype, (int)mesh.vaoBaseVertex,
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(int)mesh.vaoBaseVertex + count - 1,
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count, itype, (GLvoid *)mesh.vaoOffset);
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glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
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}
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void STKMeshSceneNode::updatevbo()
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