Refactoring Model Batching
Completely rewrote the OpenGL 3 and 1 model/mesh classes. OpenGL 1 uses
the same technique as OGL 3 except instead of a vertex buffer it just uses
a vertex array, meaning it can handle more data than those old stupid fuck
call lists and has a chance of out performing them. Vertex arrays are
compatible as well on all hardware, how do I know? Because I made
d3d_draw_wall and d3d_draw_floor use a vertex array 3 months ago and
nobody including polygonz has had an issue with vertex arrays, call lists
are shit. The new mesh classes convert all primitives to either
triangle list, point list, or line list guaranteeing maximum efficiency
andminimal draw calls and memory usage.
New mesh class working with everything except triangle fan.
Added all basic primitives to this new model batching system, it is SUPER
FUCKING FAST
Added new mesh class to OpenGL 1 and changed it to use Vertex Array. Basic
requirement for ENIGMA is now at least OpenGL 1.1 if you have 1.0 go fuck
yourself.
Shader fixes.
Removed uneeded constants.
Fixed bug in OpenGL 1.1 model class.
Updating OpenGL 1.1 info
Whoops forgot primitive types.
Adding comments.
Fixed ordering of the primitive types, everythings good to go.
Packed the 3 vbo's into a single interleaved buffer object.
Added indexing and fixed cubes.
Added indexing to OpenGL 1.1 and cleaned up warnings.
Fixing comment.
Fixed Direct3D 9.0 Models
Fixing line ending.
Added the depth buffer for Direct3D 9.0
Whoops I set the back buffer size to fixed.
Added current drawing color and alpha to Direct3D 9.0 for text, sprites,
and backgrounds.