Changed: Use GL_ARB_vertex_buffer_object in priority (supported on most of cards and faster)

This commit is contained in:
kervala 2010-12-08 18:05:01 +01:00
parent 4f9b0269ec
commit 2894dcf247

View file

@ -461,8 +461,17 @@ bool CDriverGL::setupDisplay()
_SupportVBHard= false;
_SlowUnlockVBHard= false;
_MaxVerticesByVBHard= 0;
// Try with NVidia ext first.
if(_Extensions.NVVertexArrayRange)
// Try with ARB ext first.
if (_Extensions.ARBVertexBufferObject)
{
_AGPVertexArrayRange= new CVertexArrayRangeARB(this);
_VRAMVertexArrayRange= new CVertexArrayRangeARB(this);
_SupportVBHard= true;
_MaxVerticesByVBHard = std::numeric_limits<uint32>::max(); // cant' know the value..
}
// Next with NVidia ext
else if(_Extensions.NVVertexArrayRange)
{
_AGPVertexArrayRange= new CVertexArrayRangeNVidia(this);
_VRAMVertexArrayRange= new CVertexArrayRangeNVidia(this);
@ -491,14 +500,6 @@ bool CDriverGL::setupDisplay()
// tmp fix for ati
_MaxVerticesByVBHard= 16777216;
}
// Else, try with ARB ext
else if (_Extensions.ARBVertexBufferObject)
{
_AGPVertexArrayRange= new CVertexArrayRangeARB(this);
_VRAMVertexArrayRange= new CVertexArrayRangeARB(this);
_SupportVBHard= true;
_MaxVerticesByVBHard = std::numeric_limits<uint32>::max(); // cant' know the value..
}
// Reset VertexArrayRange.
_CurrentVertexArrayRange= NULL;
@ -812,7 +813,7 @@ bool CDriverGL::swapBuffers()
/* Yoyo: must do this (GeForce bug ??) else weird results if end render with a VBHard.
Setup a std vertex buffer to ensure NVidia synchronisation.
*/
if (_Extensions.NVVertexArrayRange)
if (!_Extensions.ARBVertexBufferObject && _Extensions.NVVertexArrayRange)
{
static CVertexBuffer dummyVB;
static bool dummyVBinit= false;
@ -854,7 +855,7 @@ bool CDriverGL::swapBuffers()
AS NV_Fence GeForce Implementation says. Test each frame the NVFence, until completion.
NB: finish is not required here. Just test. This is like a "non block synchronisation"
*/
if (_Extensions.NVVertexArrayRange)
if (!_Extensions.ARBVertexBufferObject && _Extensions.NVVertexArrayRange)
{
set<IVertexBufferHardGL*>::iterator itVBHard= _VertexBufferHardSet.Set.begin();
while(itVBHard != _VertexBufferHardSet.Set.end() )