OpenGL: Ditch index buffer
Seems completely unnecessary for 2D
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350ba46f2e
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ff5a0189e0
1 changed files with 4 additions and 11 deletions
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@ -210,13 +210,6 @@ BOOL Backend_Init(SDL_Window *p_window)
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), NULL, GL_DYNAMIC_DRAW);
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// Set up Index Buffer Object
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const GLuint indices[4] = {0, 1, 2, 3};
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GLuint index_buffer_id;
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glGenBuffers(1, &index_buffer_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// Set up the vertex attributes
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offsetof(VertexBuffer, vertexes));
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@ -297,7 +290,7 @@ void Backend_DrawScreen(void)
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vertex_buffer.vertexes[3][1] = 1.0f;
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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SDL_GL_SwapWindow(window);
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@ -399,7 +392,7 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backen
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vertex_buffer.vertexes[3][1] = vertex_bottom;
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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@ -453,7 +446,7 @@ static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigne
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vertex_buffer.vertexes[3][1] = vertex_bottom;
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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@ -602,7 +595,7 @@ static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long
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vertex_buffer.vertexes[3][1] = vertex_bottom;
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertex_buffer), &vertex_buffer);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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