* last vertex to the saved state
*/
static void
-_playback_copy_to_current(struct gl_context *ctx,
- const struct vbo_save_vertex_list *node)
+playback_copy_to_current(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
fi_type vertex[VBO_ATTRIB_MAX * 4];
* into it:
*/
static void
-vbo_bind_vertex_list(struct gl_context *ctx,
- const struct vbo_save_vertex_list *node)
+bind_vertex_list(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->save;
static void
-vbo_save_loopback_vertex_list(struct gl_context *ctx,
- const struct vbo_save_vertex_list *list)
+loopback_vertex_list(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *list)
{
const char *buffer =
ctx->Driver.MapBufferRange(ctx, 0,
/* Various degenerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
- vbo_save_loopback_vertex_list(ctx, node);
+ loopback_vertex_list(ctx, node);
goto end;
}
return;
}
- vbo_bind_vertex_list(ctx, node);
+ bind_vertex_list(ctx, node);
vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
/* Copy to current?
*/
- _playback_copy_to_current(ctx, node);
+ playback_copy_to_current(ctx, node);
end:
if (remap_vertex_store) {