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gl2shim: Allow drawing huge QUADS sequences by splitting drawcalls on overflow
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@ -1065,7 +1065,15 @@ static void APIENTRY GL2_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
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}
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}
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++gl2wrap.end;
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++gl2wrap.end;
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if( gl2wrap.end - gl2wrap.begin >= MAX_BEGINEND_VERTS )
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if( gl2wrap.prim == GL_QUADS )
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{
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if( !( ( gl2wrap.end - gl2wrap.begin ) % 4 ) && gl2wrap.end > ( GL2_MAX_VERTS - 4 ) )
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{
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GL2_FlushPrims();
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GL2_Begin( GL_QUADS );
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}
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}
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else if( gl2wrap.end - gl2wrap.begin >= MAX_BEGINEND_VERTS )
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{
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{
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GLenum prim = gl2wrap.prim;
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GLenum prim = gl2wrap.prim;
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gEngfuncs.Con_DPrintf( S_ERROR "GL2_Vertex3f: Vertex buffer overflow!\n" );
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gEngfuncs.Con_DPrintf( S_ERROR "GL2_Vertex3f: Vertex buffer overflow!\n" );
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