GWN: Batch: Only revert to default Vao when needed.

Drawing ranges via glDrawArrays is already supported and should not need
a manual offset in the VAO like glDrawArraysInstanced or glDrawElements.
This commit is contained in:
Clément Foucault 2018-03-14 22:21:59 +01:00
parent 4ecc8b6786
commit 75de653e4d
1 changed files with 4 additions and 4 deletions

View File

@ -529,9 +529,10 @@ void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool fo
#if TRUST_NO_ONE
assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance
#endif
const bool do_instance = (force_instance || batch->inst);
// If using offset drawing, use the default VAO and redo bindings.
if (v_first != 0)
if (v_first != 0 && (do_instance || batch->elem))
{
glBindVertexArray(GWN_vao_default());
batch_update_program_bindings(batch, v_first);
@ -539,7 +540,7 @@ void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool fo
else
glBindVertexArray(batch->vao_id);
if (force_instance || batch->inst)
if (do_instance)
{
// Infer length if vertex count is not given
if (v_count == 0)
@ -588,10 +589,9 @@ void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool fo
primitive_restart_disable();
}
else
glDrawArrays(batch->gl_prim_type, 0, v_count);
glDrawArrays(batch->gl_prim_type, v_first, v_count);
}
glBindVertexArray(0);
}