Don't bother with glDrawRangeElements, seems to not improve perf.

This commit is contained in:
Henrik Rydgard 2013-11-14 17:33:43 +01:00
parent 9a14d33372
commit b0ccf5981c
2 changed files with 2 additions and 2 deletions

View File

@ -668,7 +668,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
if (drawIndexed) {
#ifdef USING_GLES2
#if 1 // USING_GLES2
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
#else
glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);

View File

@ -699,7 +699,7 @@ rotateVBO:
SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded);
if (useElements) {
#ifdef USING_GLES2
#if 1 // USING_GLES2
glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
#else
glDrawRangeElements(glprim[prim], 0, maxIndex, vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);