GLuint count,
GLuint flags )
{
+ /* Emit whole number of quads in total. */
+ count -= count & 3;
+
if (HAVE_QUADS) {
LOCAL_VARS;
int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS()/4) * 4;
INIT(GL_QUADS);
- /* Emit whole number of quads in total. dmasz is already a multiple
- * of 4.
- */
- count -= count & 3;
-
currentsz = (GET_CURRENT_VB_MAX_VERTS()/4) * 4;
if (currentsz < 8)
currentsz = dmasz;
/* Emit whole number of quads in total, and in each buffer.
*/
dmasz -= dmasz & 3;
- count -= count & 3;
currentsz -= currentsz & 3;
/* Adjust for rendering as triangles:
GLuint count,
GLuint flags )
{
+ /* Emit whole number of quads in total. */
+ count -= count & 3;
+
if (HAVE_QUADS) {
LOCAL_VARS;
GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts;
currentsz = GET_CURRENT_VB_MAX_ELTS()/4*4;
- count -= count & 3;
-
if (currentsz < 8)
currentsz = dmasz;
/* Emit whole number of quads in total, and in each buffer.
*/
dmasz -= dmasz & 3;
- count -= count & 3;
currentsz -= currentsz & 3;
/* Adjust for rendering as triangles: