}
+/**
+ * Unmap the VBO. This is called before drawing.
+ */
static void
vbo_exec_vtx_unmap( struct vbo_exec_context *exec )
{
}
+/**
+ * Map the vertex buffer to begin storing glVertex, glColor, etc data.
+ */
void
vbo_exec_vtx_map( struct vbo_exec_context *exec )
{
if (VBO_VERT_BUFFER_SIZE > exec->vtx.buffer_used + 1024 &&
ctx->Driver.MapBufferRange) {
+ /* The VBO exists and there's room for more */
exec->vtx.buffer_map =
(GLfloat *)ctx->Driver.MapBufferRange(ctx,
target,
}
if (!exec->vtx.buffer_map) {
+ /* Need to allocate a new VBO */
exec->vtx.buffer_used = 0;
ctx->Driver.BufferData(ctx, target,