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Diff Revisions 270 vs 274 for /trunk/Source Code/Hardware/Video/OpenGL/Buffers/VertexBuffer/Headers/glVertexArray.h

Diff revisions: vs.
  @@ -41,17 +41,13 @@
41 41 glVertexArray(const PrimitiveType& type);
42 42 ~glVertexArray();
43 43
44 - //Shader manipulation to replace the fixed pipeline. Always specify a shader before the draw calls!
45 - void setShaderProgram(ShaderProgram* const shaderProgram);
46 -
47 44 bool Create(bool staticDraw = true);
48 45 void Destroy();
49 46
50 47 virtual bool SetActive();
51 48
52 - void Draw(bool skipBind = false, const U8 LODindex = 0);
53 - void DrawRange(bool skipBind = false);
54 - void DrawCommands(const vectorImpl<DeferredDrawCommand>& commands, bool skipBind = false);
49 + void Draw(const DeferredDrawCommand& command, bool skipBind = false);
50 + void Draw(const vectorImpl<DeferredDrawCommand>& commands, bool skipBind = false);
55 51
56 52 ///Never call Refresh() just queue it and the data will update before drawing
57 53 inline bool queueRefresh() {_refreshQueued = true; return true;}
  @@ -63,7 +59,7 @@
63 59 /// Internally create the VB
64 60 bool CreateInternal();
65 61 /// Enable full VAO based VB (all pointers are tracked by VAO's)
66 - void Upload_VB_Attributes(bool depthPass = false);
62 + void Upload_VB_Attributes();
67 63 /// Integrity checks
68 64 void checkStatus();
69 65
  @@ -72,7 +68,7 @@
72 68 GLenum _typeInternal;
73 69 GLuint _IBid;
74 70 GLuint _VBid;
75 - GLuint _VAOid[2];
71 + GLuint _VAOid;
76 72 GLuint _usage;
77 73 bool _animationData; ///< Used to bind an extra set of vertex attributes for bone indices and bone weights
78 74 bool _refreshQueued; ///< A refresh call might be called before "Create()". This should help with that