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ref_gl: vbo: do not do zero-length drawcalls (fix glError on vivante)
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@ -2389,6 +2389,9 @@ draw details when not enough tmus
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*/
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*/
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static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo, size_t offset )
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static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo, size_t offset )
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{
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{
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if( !indexlen )
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return;
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// draw details in additional pass
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// draw details in additional pass
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if( r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 && tex->dt_texturenum )
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if( r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 && tex->dt_texturenum )
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{
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{
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@ -2773,33 +2776,37 @@ Draw array for given vbotexture_t. build and draw dynamic lightmaps if present
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*/
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*/
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static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting )
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static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting )
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{
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{
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( vbotex->curindex )
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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else
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#endif
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pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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// draw debug lines
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if( gl_wireframe.value && !skiplighting )
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{
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{
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R_SetDecalMode( true );
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pglDisable( GL_TEXTURE_2D );
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GL_SelectTexture( XASH_TEXTURE0 );
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pglDisable( GL_TEXTURE_2D );
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pglDisable( GL_DEPTH_TEST );
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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else
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else
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#endif
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#endif
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pglDrawElements( GL_LINES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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pglEnable( GL_DEPTH_TEST );
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pglEnable( GL_TEXTURE_2D );
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// draw debug lines
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GL_SelectTexture( XASH_TEXTURE1 );
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if( gl_wireframe.value && !skiplighting )
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pglEnable( GL_TEXTURE_2D );
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{
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R_SetDecalMode( false );
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R_SetDecalMode( true );
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pglDisable( GL_TEXTURE_2D );
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GL_SelectTexture( XASH_TEXTURE0 );
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pglDisable( GL_TEXTURE_2D );
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pglDisable( GL_DEPTH_TEST );
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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else
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#endif
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pglDrawElements( GL_LINES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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pglEnable( GL_DEPTH_TEST );
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pglEnable( GL_TEXTURE_2D );
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GL_SelectTexture( XASH_TEXTURE1 );
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pglEnable( GL_TEXTURE_2D );
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R_SetDecalMode( false );
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}
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}
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}
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//Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap );
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//Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap );
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if( skiplighting )
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if( skiplighting )
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{
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{
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