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From: Lasse Kärkkäi. <tr...@us...> - 2011-03-13 00:49:31
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Author: Lasse Karkkainen <tro...@tr...>
Date: Sun Feb 27 00:41:55 2011 +0100
Remove disabled VBO code that doesn't work in GL2
---
game/glshader.cc | 27 ---------------------------
1 files changed, 0 insertions(+), 27 deletions(-)
diff --git a/game/glshader.cc b/game/glshader.cc
index e11dad7..0a656bd 100644
--- a/game/glshader.cc
+++ b/game/glshader.cc
@@ -142,7 +142,6 @@ void VertexArray::Draw(GLint mode) {
if (empty()) return;
unsigned stride = sizeof(VertexInfo);
glmath::Vec4 const* ptr = &m_vertices[0].position;
-#if 1
GLint program;
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
GLint vertPos = glGetAttribLocation(program, "vertPos");
@@ -171,31 +170,5 @@ void VertexArray::Draw(GLint mode) {
if (vertTexCoord != -1) glDisableVertexAttribArray(vertTexCoord);
if (vertNormal != -1) glDisableVertexAttribArray(vertNormal);
if (vertColor != -1) glDisableVertexAttribArray(vertColor);
-#else
- // VBO
- glmath::Vec4 const* ptr_ = NULL;
- GLuint bufferName;
- glGenBuffers(1, &bufferName);
- glBindBuffer(GL_ARRAY_BUFFER, bufferName);
- glBufferData(GL_ARRAY_BUFFER, size(), ptr, GL_STREAM_DRAW);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- glVertexPointer(4, GL_FLOAT, stride, ptr_);
- glTexCoordPointer(4, GL_FLOAT, stride, ptr_ + 1);
- glNormalPointer(GL_FLOAT, stride, ptr_ + 2);
- glColorPointer(4, GL_FLOAT, stride, ptr_ + 3);
- glDrawArrays(mode, 0, size());
-
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glBindBuffer(GL_ARRAY_BUFFER, bufferName);
-#endif
}
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