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author | prep <prep@lindenlab.com> | 2012-04-05 11:08:31 -0400 |
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committer | prep <prep@lindenlab.com> | 2012-04-05 11:08:31 -0400 |
commit | b752a3a689ea2000398c9f93e801d87a2681223c (patch) | |
tree | d8e5b9e4de88b58429ceabdbbbaea83cd7f59524 /indra/llrender/llrendernavprim.cpp | |
parent | 0b75e17f41b9c53fc7b74e4e875c5270fecf64e0 (diff) |
Navmesh edges are now rendered via vertex buffers. Enjoy the speedup!
Diffstat (limited to 'indra/llrender/llrendernavprim.cpp')
-rw-r--r-- | indra/llrender/llrendernavprim.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/indra/llrender/llrendernavprim.cpp b/indra/llrender/llrendernavprim.cpp index 56b176d39c..2632428dfd 100644 --- a/indra/llrender/llrendernavprim.cpp +++ b/indra/llrender/llrendernavprim.cpp @@ -81,6 +81,12 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt ) pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt ); } //============================================================================= +void LLRenderNavPrim::renderNavMeshEdgeVB( LLVertexBuffer* pVBO, int vertCnt ) +{ + pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_NORMAL ); + pVBO->drawArrays( LLRender::LINES, 0, vertCnt ); +} +//============================================================================= void LLRenderNavPrim::renderStar( const LLVector3& center, const float scale, const LLColor4U& color ) const { for (int k=0; k<3; k++) |