> It will be better to move VBO creation and binding on vertexbuffer.c. (its
> why GetMemory didn't provide VBO id before, no need for that)
> Have you planned to use ti for index buffers too ?
That was my first idea(just bind the vertex buffer in GetMemory and return the
offset), but the problem
On Monday 12 June 2006 13:40, Stefan Dösinger wrote:
> Hi,
> This is an updated version of the VBO patch. The main difference is the
> integration with IWineD3DDevice::ProcessVertices which gives a nice
> performance boost for Half-Life 1 and propably Anarchy Online(not tested
> yet).
It will b
Hi,
This is an updated version of the VBO patch. The main difference is the
integration with IWineD3DDevice::ProcessVertices which gives a nice
performance boost for Half-Life 1 and propably Anarchy Online(not tested
yet).
What is missing is work with vertex shaders(awaiting the download of the
On 6/9/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
* Shader support: I'm afraid that the conversion code at this points breaks
shaders. I've tested with battlefield 1942. The vertex shaders in this game
don't work correctly yet, the hands of soldiers are missing and there are
some incorrect p
Hi,
In the last days I've been working on using the OpenGL vertex buffer objects
extension for IWineD3DVertexBuffer. The aims of this were:
* Store geometry data in the hardware for more efficient rendering
* Convert the colors and rhw values on upload and get rid of drawStridedSlow
The result i