More work on spline/bezier tesselation. Disabled for now, there are still issues.

This commit is contained in:
Henrik Rydgard 2013-09-23 15:55:07 +02:00
parent 250678fa63
commit 171fe00383
2 changed files with 152 additions and 97 deletions

View file

@ -765,13 +765,9 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
// TODO: Get rid of this old horror...
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
//transformDraw_.DrawBezier(bz_ucount, bz_vcount);
// And instead use this.
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
transformDraw_.SubmitBezier(control_points, indices, bz_ucount, bz_vcount, patchPrim, gstate.vertType);
}
break;