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use attrib pointers in nativeVertexFormat
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@ -73,39 +73,28 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL);
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if (vtx_decl.num_normals >= 1) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
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if (vtx_decl.num_normals == 3) {
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glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
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for (int i = 0; i < 3; i++) {
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if (vtx_decl.num_normals > i) {
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glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
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glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
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}
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}
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for (int i = 0; i < 2; i++) {
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if (vtx_decl.color_offset[i] != -1) {
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if (i == 0) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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} else {
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
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glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
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glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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}
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for (int i = 0; i < 8; i++) {
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if (vtx_decl.texcoord_offset[i] != -1) {
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int id = GL_TEXTURE0 + i;
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glClientActiveTexture(id);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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}
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}
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