use two VBOs, filling in data VBO
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0bdfff50e7
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02a3f85fc1
14
WFObj.cc
14
WFObj.cc
@ -109,7 +109,10 @@ WFObj::WFObj(loadfile_t lf, loadtexture_t lt)
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m_loadfile = loadfile;
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}
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if (m_valid)
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glDeleteBuffers(1, &m_vbo);
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{
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glDeleteBuffers(1, &m_data_vbo);
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glDeleteBuffers(1, &m_index_vbo);
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}
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m_valid = false;
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clear();
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}
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@ -445,7 +448,6 @@ bool WFObj::buildVBO()
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{
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map<VertexRef, int> flat_vertices;
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int vid = 0, texture_ref_count = 0;
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glGenBuffers(1, &m_vbo);
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bool do_textures = m_loadtexture != NULL
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&& m_vertices[VERTEX_TEXTURE].size() > 0;
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for (map<string, vector<Face> >::iterator it = m_faces.begin();
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@ -490,7 +492,8 @@ bool WFObj::buildVBO()
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3 + /* vertex coordinates */
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3 + /* normal coordinates */
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(do_textures ? 2 : 0); /* texture coordinates */
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GLfloat * data = new GLfloat[n_floats_per_vref * flat_vertices.size()];
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size_t n_data_elements = n_floats_per_vref * flat_vertices.size();
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GLfloat * data = new GLfloat[n_data_elements];
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for (map<VertexRef, int>::iterator it = flat_vertices.begin();
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it != flat_vertices.end();
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it++)
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@ -509,6 +512,11 @@ bool WFObj::buildVBO()
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data[base + 7] = m_vertices[VERTEX_TEXTURE][vr.texture - 1][1];
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}
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}
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glGenBuffers(1, &m_data_vbo);
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glGenBuffers(1, &m_index_vbo);
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/* move data from client side to GL */
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glBufferData(m_data_vbo, sizeof(GLfloat) * n_data_elements, data,
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GL_STATIC_DRAW);
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delete[] data;
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return true;
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}
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