While I'm at it, I've renamed the VBO parameters too for the same reason.

--HG--
branch : gsoc2013-dfighter
hg/feature/gsoc2013-dfighter
dfighter1985 11 years ago
parent 15b4be874e
commit f34f4d10d3

@ -1741,37 +1741,37 @@ extern "C" {
#endif
#ifndef GL_ARB_vertex_buffer_object
#define GL_BUFFER_SIZE_ARB 0x8764
#define GL_BUFFER_USAGE_ARB 0x8765
#define GL_ARRAY_BUFFER_ARB 0x8892
#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
#define GL_READ_ONLY_ARB 0x88B8
#define GL_WRITE_ONLY_ARB 0x88B9
#define GL_READ_WRITE_ARB 0x88BA
#define GL_BUFFER_ACCESS_ARB 0x88BB
#define GL_BUFFER_MAPPED_ARB 0x88BC
#define GL_BUFFER_MAP_POINTER_ARB 0x88BD
#define GL_STREAM_DRAW_ARB 0x88E0
#define GL_STREAM_READ_ARB 0x88E1
#define GL_STREAM_COPY_ARB 0x88E2
#define GL_STATIC_DRAW_ARB 0x88E4
#define GL_STATIC_READ_ARB 0x88E5
#define GL_STATIC_COPY_ARB 0x88E6
#define GL_DYNAMIC_DRAW_ARB 0x88E8
#define GL_DYNAMIC_READ_ARB 0x88E9
#define GL_DYNAMIC_COPY_ARB 0x88EA
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_READ_ONLY 0x88B8
#define GL_WRITE_ONLY 0x88B9
#define GL_READ_WRITE 0x88BA
#define GL_BUFFER_ACCESS 0x88BB
#define GL_BUFFER_MAPPED 0x88BC
#define GL_BUFFER_MAP_POINTER 0x88BD
#define GL_STREAM_DRAW 0x88E0
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_DRAW 0x88E4
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#endif
#ifndef GL_ARB_occlusion_query

@ -1031,7 +1031,7 @@ void CDriverGLStates3::forceBindARBVertexBuffer(uint objectID)
{
H_AUTO_OGL(CDriverGLStates3_forceBindARBVertexBuffer)
nglBindBuffer(GL_ARRAY_BUFFER_ARB, objectID);
nglBindBuffer(GL_ARRAY_BUFFER, objectID);
_CurrARBVertexBuffer = objectID;
}

@ -84,13 +84,13 @@ IVertexBufferHardGL *CVertexArrayRange::createVBHardGL(uint size, CVertexBuffer
switch(_VBType)
{
case CVertexBuffer::AGPPreferred:
nglBufferData(GL_ARRAY_BUFFER_ARB, size, NULL, GL_DYNAMIC_DRAW_ARB);
nglBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
break;
case CVertexBuffer::StaticPreferred:
if (_Driver->getStaticMemoryToVRAM())
nglBufferData(GL_ARRAY_BUFFER_ARB, size, NULL, GL_STATIC_DRAW_ARB);
nglBufferData(GL_ARRAY_BUFFER, size, NULL, GL_STATIC_DRAW);
else
nglBufferData(GL_ARRAY_BUFFER_ARB, size, NULL, GL_DYNAMIC_DRAW_ARB);
nglBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
break;
default:
nlassert(0);
@ -235,13 +235,13 @@ void *CVertexBufferHard::lock()
switch(_MemType)
{
case CVertexBuffer::AGPPreferred:
nglBufferData(GL_ARRAY_BUFFER_ARB, size, NULL, GL_DYNAMIC_DRAW_ARB);
nglBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
break;
case CVertexBuffer::StaticPreferred:
if (_Driver->getStaticMemoryToVRAM())
nglBufferData(GL_ARRAY_BUFFER_ARB, size, NULL, GL_STATIC_DRAW_ARB);
nglBufferData(GL_ARRAY_BUFFER, size, NULL, GL_STATIC_DRAW);
else
nglBufferData(GL_ARRAY_BUFFER_ARB, size, NULL, GL_DYNAMIC_DRAW_ARB);
nglBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
break;
default:
nlassert(0);
@ -268,10 +268,10 @@ void *CVertexBufferHard::lock()
_Driver->_DriverGLStates.bindARBVertexBuffer(_VertexObjectId);
_VertexPtr = nglMapBuffer(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
_VertexPtr = nglMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!_VertexPtr)
{
nglUnmapBuffer(GL_ARRAY_BUFFER_ARB);
nglUnmapBuffer(GL_ARRAY_BUFFER);
nlassert(nglIsBuffer((GLuint) _VertexObjectId));
invalidate();
return &_DummyVB[0];
@ -312,7 +312,7 @@ void CVertexBufferHard::unlock()
#endif
GLboolean unmapOk = GL_FALSE;
unmapOk = nglUnmapBuffer(GL_ARRAY_BUFFER_ARB);
unmapOk = nglUnmapBuffer(GL_ARRAY_BUFFER);
#ifdef NL_DEBUG
_Unmapping = false;

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