Age | Commit message (Collapse) | Author |
|
The VBO module may use a real VBO or a malloc'd buffer for vertex storage.
Be careful not to accidentally replace the later with the former when drawing.
Check if using a real VBO at destroy time to prevent a double-free.
|
|
Also use BufferData(NULL) to get fresh storage and avoid synchronous
operation where we would have to flush and wait for the fence after each
draw because of the map.
This will chew through a whole load of buffer space on small draws, so
it isn't a proper solution. Need to support a no-fence or append mapping
mode to do this right, or use user buffers.
|
|
put into bufferobjects
|
|
(cherry picked from commit 8a369b909a6648ae7a5a0c2dcb972a2f96f99a80)
|
|
Use new _mesa_reference_buffer_object() function wherever possible.
Fixes buffer object/display list crash reported in ParaView.
|
|
This fixes problems with incorrect material coefficients when glMaterial
is called per-vertex.
|
|
of -I flags.
|
|
|
|
|
|
NV_vertex_program implementation has slightly incorrect aliasing
behaviour. I think this is reasonable given the simplification and
the fact that the mainstream ARB_vp continues to have the correct
behaviour.
|
|
|
|
rather than VBO's - VBOs are easy but need to look closer at the
driver interface. The trivial/tri demo works.
|