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- merging in changes from weltall for macosx
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@@ -138,28 +138,28 @@ void Mesh::BuildVBOs() {
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//printf("In [%s::%s Line: %d] setting up a VBO...\n",__FILE__,__FUNCTION__,__LINE__);
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// Generate And Bind The Vertex Buffer
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glGenBuffersARB( 1, &m_nVBOVertices ); // Get A Valid Name
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glGenBuffersARB( 1,(GLuint*) &m_nVBOVertices ); // Get A Valid Name
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices ); // Bind The Buffer
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// Load The Data
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glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(Vec3f)*frameCount*vertexCount, getInterpolationData()->getVertices(), GL_STATIC_DRAW_ARB );
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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// Generate And Bind The Texture Coordinate Buffer
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glGenBuffersARB( 1, &m_nVBOTexCoords ); // Get A Valid Name
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glGenBuffersARB( 1, (GLuint*)&m_nVBOTexCoords ); // Get A Valid Name
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords ); // Bind The Buffer
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// Load The Data
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glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(Vec2f)*vertexCount, texCoords, GL_STATIC_DRAW_ARB );
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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// Generate And Bind The Normal Buffer
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glGenBuffersARB( 1, &m_nVBONormals ); // Get A Valid Name
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glGenBuffersARB( 1, (GLuint*)&m_nVBONormals ); // Get A Valid Name
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBONormals ); // Bind The Buffer
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// Load The Data
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glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(Vec3f)*frameCount*vertexCount, getInterpolationData()->getNormals(), GL_STATIC_DRAW_ARB );
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glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
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// Generate And Bind The Index Buffer
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glGenBuffersARB( 1, &m_nVBOIndexes ); // Get A Valid Name
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glGenBuffersARB( 1, (GLuint*)&m_nVBOIndexes ); // Get A Valid Name
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glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nVBOIndexes ); // Bind The Buffer
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// Load The Data
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glBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(uint32)*indexCount, indices, GL_STATIC_DRAW_ARB );
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@@ -182,10 +182,10 @@ void Mesh::BuildVBOs() {
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void Mesh::ReleaseVBOs() {
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if(getVBOSupported() == true) {
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if(hasBuiltVBOs == true) {
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glDeleteBuffersARB( 1, &m_nVBOVertices ); // Get A Valid Name
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glDeleteBuffersARB( 1, &m_nVBOTexCoords ); // Get A Valid Name
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glDeleteBuffersARB( 1, &m_nVBONormals ); // Get A Valid Name
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glDeleteBuffersARB( 1, &m_nVBOIndexes ); // Get A Valid Name
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glDeleteBuffersARB( 1, (GLuint*)&m_nVBOVertices ); // Get A Valid Name
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glDeleteBuffersARB( 1, (GLuint*)&m_nVBOTexCoords ); // Get A Valid Name
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glDeleteBuffersARB( 1, (GLuint*)&m_nVBONormals ); // Get A Valid Name
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glDeleteBuffersARB( 1, (GLuint*)&m_nVBOIndexes ); // Get A Valid Name
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hasBuiltVBOs = false;
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}
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}
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