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Diff Revisions 280 vs 286 for /trunk/Source Code/Hardware/Video/OpenGL/Buffers/VertexBuffer/Headers/glVertexArray.h

Diff revisions: vs.
  @@ -46,12 +46,14 @@
46 46
47 47 virtual bool SetActive();
48 48
49 - void Draw(const vectorImpl<GenericDrawCommand>& commands, bool skipBind = false);
50 -
51 49 ///Never call Refresh() just queue it and the data will update before drawing
52 50 inline bool queueRefresh() {_refreshQueued = true; return true;}
53 51
54 52 protected:
53 + friend class GFXDevice;
54 + void Draw(const vectorImpl<GenericDrawCommand>& commands, bool skipBind = false);
55 +
56 + protected:
55 57 /// If we have a shader, we create a VAO, if not, we use simple VB + IB. If that fails, use VA
56 58 bool Refresh();
57 59 /// Internally create the VB
  @@ -64,7 +66,6 @@
64 66 void Draw(const GenericDrawCommand& command, bool skipBind = false);
65 67
66 68 protected:
67 - U8 _prevLoD;
68 69 GLenum _formatInternal;
69 70 GLuint _IBid;
70 71 GLuint _VBid;
  @@ -79,11 +80,6 @@
79 80
80 81 GLsizei _prevSize[VertexAttribute_PLACEHOLDER];
81 82 GLsizei _prevSizeIndices;
82 -
83 - const static U32 MAX_DRAW_COMMANDS = 128 * 8;
84 - vectorImpl<U32> _lodBatches[Config::SCENE_NODE_LOD];
85 - vectorImpl<GLsizei > _multiCount;
86 - vectorImpl<const GLvoid* > _multiIndices;
87 83 };
88 84
89 85 #endif