On Tue, Dec 27, 2011 at 11:15:42AM -0800, Eric Anholt wrote:
> On Sun, 25 Dec 2011 12:26:25 +0800, Liu Aleaxander
> wrote:
> > On Sun, Dec 25, 2011 at 8:03 AM, Eric Anholt wrote:
> > > On Thu, 22 Dec 2011 18:55:50 +0800, Yuanhan Liu
> > > wrote:
> > >> For the case that index data is stored in
On Sun, 25 Dec 2011 12:26:25 +0800, Liu Aleaxander wrote:
> On Sun, Dec 25, 2011 at 8:03 AM, Eric Anholt wrote:
> > On Thu, 22 Dec 2011 18:55:50 +0800, Yuanhan Liu
> > wrote:
> >> For the case that index data is stored in element array buffer object,
> >> and user called glMultiDrawElements, co
On Sun, Dec 25, 2011 at 8:03 AM, Eric Anholt wrote:
> On Thu, 22 Dec 2011 18:55:50 +0800, Yuanhan Liu
> wrote:
>> For the case that index data is stored in element array buffer object,
>> and user called glMultiDrawElements, count the min/max_index before
>> calling vbo->draw_prims. vbo_get_minm
On Thu, 22 Dec 2011 18:55:50 +0800, Yuanhan Liu
wrote:
> For the case that index data is stored in element array buffer object,
> and user called glMultiDrawElements, count the min/max_index before
> calling vbo->draw_prims. vbo_get_minmax_index() isn't friendly to this
> case. So do it while bui
For the case that index data is stored in element array buffer object,
and user called glMultiDrawElements, count the min/max_index before
calling vbo->draw_prims. vbo_get_minmax_index() isn't friendly to this
case. So do it while building the prim info.
Signed-off-by: Yuanhan Liu
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src/mesa/v