GLubyte attrsz[VBO_ATTRIB_MAX];
GLuint vertex_size;
+ /* Copy of the final vertex from node->vertex_store->bufferobj.
+ * Keep this in regular (non-VBO) memory to avoid repeated
+ * map/unmap of the VBO when updating GL current data.
+ */
+ GLfloat *current_data;
+ GLuint current_size;
+
GLuint buffer_offset;
GLuint count;
GLuint wrap_count; /* number of copied vertices at start */
GLubyte *currentsz[VBO_ATTRIB_MAX];
};
+#if FEATURE_dlist
void vbo_save_init( GLcontext *ctx );
void vbo_save_destroy( GLcontext *ctx );
void vbo_save_api_init( struct vbo_save_context *save );
-#endif
+#else /* FEATURE_dlist */
+
+static INLINE void
+vbo_save_init( GLcontext *ctx )
+{
+}
+
+static INLINE void
+vbo_save_destroy( GLcontext *ctx )
+{
+}
+
+#endif /* FEATURE_dlist */
+
+#endif /* VBO_SAVE_H */