Cache the VBO/index buffer to avoid redundancy.

Well, mostly just redundant unbinds.
This commit is contained in:
Unknown W. Brackets 2015-01-11 16:56:29 -08:00
parent 50f5809c54
commit 40ea889b6a
4 changed files with 19 additions and 19 deletions

View file

@ -536,8 +536,8 @@ void FramebufferManager::DrawPlainColor(u32 color) {
glsl_bind(program);
glUniform4fv(plainColorLoc_, 1, col);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
glEnableVertexAttribArray(program->a_position);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
@ -608,8 +608,8 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
float time[4] = {time_now(), (vCount % 60) * 1.0f/60.0f, (float)vCount, (float)(flipCount % 60)};
glUniform4fv(timeLoc_, 1, time);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glstate.arrayBuffer.unbind();
glstate.elementArrayBuffer.unbind();
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);