glDrawRangeElements seems to cause problems in monster hunter?

This commit is contained in:
Henrik Rydgård 2013-09-30 13:21:52 +02:00
parent add0350b56
commit 6b3d78adfc

View File

@ -793,11 +793,11 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
if (program->a_color0 != -1) glVertexAttribPointer(program->a_color0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
if (program->a_color1 != -1) glVertexAttribPointer(program->a_color1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
if (drawIndexed) {
#ifdef USING_GLES2
//#ifdef USING_GLES2
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
#else
glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);
#endif
//#else
// glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);
//#endif
} else {
glDrawArrays(glprim[prim], 0, numTrans);
}
@ -1219,11 +1219,11 @@ rotateVBO:
SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded);
if (useElements) {
#ifdef USING_GLES2
//#ifdef USING_GLES2
glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
#else
glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
#endif
//#else
// glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
//#endif
if (ebo)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} else {