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@@ -208,10 +208,12 @@ void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int vbase, |
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{ |
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case MeshPrimitive::Triangles: |
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/* FIXME: ignores most of the arguments! */ |
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(void)vbase; (void)vskip; (void)vcount; (void)skip; |
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glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_SHORT, 0); |
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break; |
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case MeshPrimitive::Points: |
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/* FIXME: ignores most of the arguments! */ |
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(void)vbase; (void)vskip; (void)vcount; (void)skip; |
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glDrawElements(GL_POINTS, count, GL_UNSIGNED_SHORT, 0); |
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break; |
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} |
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@@ -283,7 +285,8 @@ void VertexDeclaration::SetStream(VertexBuffer *vb, ShaderAttrib attr1, |
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uint32_t index = attr1.m_flags & 0xffff; |
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/* Find the stream number */ |
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int usage_index = 0, stream = -1; |
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uint32_t usage_index = 0; |
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int stream = -1; |
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for (int i = 0; i < m_count; i++) |
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if (m_streams[i].usage == usage) |
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if (usage_index++ == index) |
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@@ -338,9 +341,9 @@ void VertexDeclaration::SetStream(VertexBuffer *vb, ShaderAttrib attr1, |
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/* We need to parse the whole vertex declaration to retrieve |
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* the information. It sucks. */ |
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int attr_index = 0, usage_index = 0; |
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int attr_index = 0; |
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/* First, find the stream index */ |
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for (; attr_index < m_count; attr_index++) |
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for (uint32_t usage_index = 0; attr_index < m_count; attr_index++) |
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if (m_streams[attr_index].usage == usage) |
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if (usage_index++ == index) |
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break; |
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@@ -385,7 +388,7 @@ void VertexDeclaration::SetStream(VertexBuffer *vb, ShaderAttrib attr1, |
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}; |
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int type_index = m_streams[attr_index].stream_type; |
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if (type_index < 0 || type_index >= sizeof(tlut) / sizeof(*tlut)) |
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if (type_index < 0 || type_index >= (int)(sizeof(tlut) / sizeof(*tlut))) |
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type_index = 0; |
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@@ -588,6 +591,8 @@ void *VertexBuffer::Lock(size_t offset, size_t size) |
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Abort(); |
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return ret; |
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#else |
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/* FIXME: is there a way to use "size"? */ |
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(void)size; |
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return m_data->m_memory + offset; |
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#endif |
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} |
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