prim.num_instances = numInstances;
prim.base_instance = baseInstance;
prim.draw_id = drawID;
- prim.is_indirect = 0;
prim.start = start;
prim.count = count;
prim.start = 0;
prim.count = count;
prim.indexed = 1;
- prim.is_indirect = 0;
prim.basevertex = basevertex;
prim.num_instances = numInstances;
prim.base_instance = baseInstance;
prim[i].num_instances = 1;
prim[i].base_instance = 0;
prim[i].draw_id = i;
- prim[i].is_indirect = 0;
if (basevertex != NULL)
prim[i].basevertex = basevertex[i];
else
prim[0].num_instances = 1;
prim[0].base_instance = 0;
prim[0].draw_id = i;
- prim[0].is_indirect = 0;
if (basevertex != NULL)
prim[0].basevertex = basevertex[i];
else
prim.mode = mode;
prim.num_instances = numInstances;
prim.base_instance = 0;
- prim.is_indirect = 0;
/* Maybe we should do some primitive splitting for primitive restart
* (like in DrawArrays), but we have no way to know how many vertices
prim[i].mode = mode;
prim[i].indexed = !!ib;
prim[i].indirect_offset = indirect_offset;
- prim[i].is_indirect = 1;
prim[i].draw_id = i;
}