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-rw-r--r--src/renderergl2/tr_glsl.c56
1 files changed, 0 insertions, 56 deletions
diff --git a/src/renderergl2/tr_glsl.c b/src/renderergl2/tr_glsl.c
index fd50734e..757bab38 100644
--- a/src/renderergl2/tr_glsl.c
+++ b/src/renderergl2/tr_glsl.c
@@ -1485,62 +1485,6 @@ void GLSL_BindNullProgram(void)
}
-void GLSL_VertexAttribPointers(uint32_t attribBits)
-{
- int newFrame, oldFrame;
- vao_t *vao = glState.currentVao;
- int attribIndex;
- uint32_t extraOffsets[ATTR_INDEX_COUNT];
-
- if(!vao)
- {
- ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VAO bound");
- return;
- }
-
- // don't just call LogComment, or we will get a call to va() every frame!
- if(r_logFile->integer)
- {
- GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", vao->name));
- }
-
- for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
- extraOffsets[attribIndex] = 0;
-
- // position/normal/tangent are always set in case of animation
- oldFrame = glState.vertexAttribsOldFrame;
- newFrame = glState.vertexAttribsNewFrame;
- if (glState.vertexAnimation)
- {
- extraOffsets[ATTR_INDEX_POSITION] = newFrame * vao->frameSize;
- extraOffsets[ATTR_INDEX_POSITION2] = oldFrame * vao->frameSize;
- extraOffsets[ATTR_INDEX_NORMAL] = newFrame * vao->frameSize;
- extraOffsets[ATTR_INDEX_NORMAL2] = oldFrame * vao->frameSize;
- extraOffsets[ATTR_INDEX_TANGENT] = newFrame * vao->frameSize;
- extraOffsets[ATTR_INDEX_TANGENT2] = oldFrame * vao->frameSize;
- }
-
- // this may not be bound if we're using VAOs
- if (glRefConfig.vertexArrayObject)
- {
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
- }
-
- for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
- {
- uint32_t attribBit = 1 << attribIndex;
- vaoAttrib_t *vAtb;
-
- if (!(attribBits & attribBit))
- continue;
-
- vAtb = &vao->attribs[attribIndex];
-
- qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + extraOffsets[attribIndex]));
- }
-}
-
-
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
{
shaderStage_t *pStage = tess.xstages[stage];