/* * RB_Init */ void RB_Init( void ) { memset( &rb, 0, sizeof( rb ) ); rb.mempool = R_AllocPool( NULL, "Rendering Backend" ); // set default OpenGL state RB_SetGLDefaults(); rb.gl.scissor[2] = glConfig.width; rb.gl.scissor[3] = glConfig.height; // initialize shading RB_InitShading(); // create VBO's we're going to use for streamed data RB_RegisterStreamVBOs(); RP_PrecachePrograms(); }
/* * RB_BeginRegistration */ void RB_BeginRegistration( void ) { int i; RB_RegisterStreamVBOs(); RB_BindVBO( 0, 0 ); // unbind all texture targets on all TMUs for( i = MAX_TEXTURE_UNITS - 1; i >= 0; i-- ) { RB_SelectTextureUnit( i ); qglBindTexture( GL_TEXTURE_CUBE_MAP_ARB, 0 ); if( glConfig.ext.texture_array ) qglBindTexture( GL_TEXTURE_2D_ARRAY_EXT, 0 ); if( glConfig.ext.texture3D ) qglBindTexture( GL_TEXTURE_3D_EXT, 0 ); qglBindTexture( GL_TEXTURE_2D, 0 ); } RB_FlushTextureCache(); }
/* * RB_Init */ void RB_Init( void ) { memset( &rb, 0, sizeof( rb ) ); rb.mempool = R_AllocPool( NULL, "Rendering Backend" ); // set default OpenGL state RB_SetGLDefaults(); // initialize shading RB_InitShading(); // intialize batching RB_InitBatchMesh(); // create VBO's we're going to use for streamed data RB_RegisterStreamVBOs(); // upload persistent quad indices RB_UploadStaticQuadIndices(); }
/* * RB_BeginRegistration */ void RB_BeginRegistration( void ) { RB_RegisterStreamVBOs(); RB_BindVBO( 0, 0 ); }