Remove all QUADS usage. Replaced with TRIANGLES and TRIANGLE_STRIP. May do another pass and replace un-textured TRIANGLE_STRIPs with TRIANGLES to reduce flush calls.
This commit is contained in:
@@ -1041,7 +1041,6 @@ LLRender::eBlendFactor blendfunc_debug[4]={LLRender::BF_UNDEF};
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LLRender::LLRender()
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: mDirty(false),
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mCount(0),
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mQuadCycle(0),
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mMode(LLRender::TRIANGLES),
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mCurrTextureUnitIndex(0),
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mMaxAnisotropy(0.f)
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@@ -2055,13 +2054,7 @@ void LLRender::begin(const GLuint& mode)
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{
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if (mode != mMode)
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{
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if (mode == LLRender::QUADS)
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{
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mQuadCycle = 1;
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}
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if (mMode == LLRender::QUADS ||
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mMode == LLRender::LINES ||
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if (mMode == LLRender::LINES ||
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mMode == LLRender::TRIANGLES ||
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mMode == LLRender::POINTS)
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{
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@@ -2084,8 +2077,7 @@ void LLRender::end()
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//IMM_ERRS << "GL begin and end called with no vertices specified." << LL_ENDL;
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}
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if ((mMode != LLRender::QUADS &&
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mMode != LLRender::LINES &&
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if ((mMode != LLRender::LINES &&
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mMode != LLRender::TRIANGLES &&
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mMode != LLRender::POINTS) ||
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mCount > 2048)
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@@ -2147,14 +2139,6 @@ void LLRender::flush()
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if (gDebugGL)
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{
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if (mMode == LLRender::QUADS && !sGLCoreProfile)
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{
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if (mCount%4 != 0)
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{
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LL_ERRS() << "Incomplete quad rendered." << LL_ENDL;
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}
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}
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if (mMode == LLRender::TRIANGLES)
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{
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if (mCount%3 != 0)
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@@ -2186,15 +2170,7 @@ void LLRender::flush()
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mBuffer->flush();
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mBuffer->setBuffer(immediate_mask);
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if (mMode == LLRender::QUADS && sGLCoreProfile)
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{
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mBuffer->drawArrays(LLRender::TRIANGLES, 0, count);
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mQuadCycle = 1;
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}
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else
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{
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mBuffer->drawArrays(mMode, 0, count);
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}
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mBuffer->drawArrays(mMode, 0, count);
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mVerticesp[0] = mVerticesp[count];
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mTexcoordsp[0] = mTexcoordsp[count];
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@@ -2213,7 +2189,6 @@ void LLRender::vertex4a(const LLVector4a& vertex)
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{
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case LLRender::POINTS: flush(); break;
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case LLRender::TRIANGLES: if (mCount%3==0) flush(); break;
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case LLRender::QUADS: if(mCount%4 == 0) flush(); break;
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case LLRender::LINES: if (mCount%2 == 0) flush(); break;
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}
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}
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@@ -2235,25 +2210,6 @@ void LLRender::vertex4a(const LLVector4a& vertex)
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mVerticesp[mCount].mul(mUIScale.back());
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}
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if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile)
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{
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mQuadCycle++;
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if (mQuadCycle == 4)
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{ //copy two vertices so fourth quad element will add a triangle
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mQuadCycle = 0;
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mCount++;
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mVerticesp[mCount] = mVerticesp[mCount-3];
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mColorsp[mCount] = mColorsp[mCount-3];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-3];
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mCount++;
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mVerticesp[mCount] = mVerticesp[mCount-2];
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mColorsp[mCount] = mColorsp[mCount-2];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-2];
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}
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}
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mCount++;
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mVerticesp[mCount] = mVerticesp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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@@ -2268,50 +2224,13 @@ void LLRender::vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count)
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return;
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}
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if (sGLCoreProfile && mMode == LLRender::QUADS)
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{ //quads are deprecated, convert to triangle list
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S32 i = 0;
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while (i < vert_count)
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{
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//read first three
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mVerticesp[mCount++] = verts[i++];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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mVerticesp[mCount++] = verts[i++];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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mVerticesp[mCount++] = verts[i++];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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//copy two
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mVerticesp[mCount++] = verts[i-3];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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mVerticesp[mCount++] = verts[i-1];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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//copy last one
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mVerticesp[mCount++] = verts[i++];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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}
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else
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for (S32 i = 0; i < vert_count; i++)
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{
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for (S32 i = 0; i < vert_count; i++)
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{
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mVerticesp[mCount] = verts[i];
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mVerticesp[mCount] = verts[i];
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mCount++;
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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mCount++;
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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mVerticesp[mCount] = mVerticesp[mCount-1];
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@@ -2325,52 +2244,15 @@ void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32
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return;
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}
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if (sGLCoreProfile && mMode == LLRender::QUADS)
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{ //quads are deprecated, convert to triangle list
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S32 i = 0;
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while (i < vert_count)
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{
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//read first three
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount++] = uvs[i++];
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mColorsp[mCount] = mColorsp[mCount-1];
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount++] = uvs[i++];
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mColorsp[mCount] = mColorsp[mCount-1];
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount++] = uvs[i++];
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mColorsp[mCount] = mColorsp[mCount-1];
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//copy last two
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mVerticesp[mCount] = verts[i-3];
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mTexcoordsp[mCount++] = uvs[i-3];
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mColorsp[mCount] = mColorsp[mCount-1];
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mVerticesp[mCount] = verts[i-1];
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mTexcoordsp[mCount++] = uvs[i-1];
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mColorsp[mCount] = mColorsp[mCount-1];
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//copy last one
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount++] = uvs[i++];
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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}
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else
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for (S32 i = 0; i < vert_count; i++)
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{
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for (S32 i = 0; i < vert_count; i++)
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{
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mCount++;
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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mCount++;
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mColorsp[mCount] = mColorsp[mCount-1];
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}
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mVerticesp[mCount] = mVerticesp[mCount-1];
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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}
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@@ -2384,50 +2266,13 @@ void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLCo
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}
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if (sGLCoreProfile && mMode == LLRender::QUADS)
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{ //quads are deprecated, convert to triangle list
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S32 i = 0;
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while (i < vert_count)
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{
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//read first three
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mColorsp[mCount++] = colors[i++];
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mColorsp[mCount++] = colors[i++];
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mColorsp[mCount++] = colors[i++];
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//copy last two
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mVerticesp[mCount] = verts[i-3];
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mTexcoordsp[mCount] = uvs[i-3];
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mColorsp[mCount++] = colors[i-3];
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mVerticesp[mCount] = verts[i-1];
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mTexcoordsp[mCount] = uvs[i-1];
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mColorsp[mCount++] = colors[i-1];
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//copy last one
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mColorsp[mCount++] = colors[i++];
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}
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}
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else
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for (S32 i = 0; i < vert_count; i++)
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{
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for (S32 i = 0; i < vert_count; i++)
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{
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mColorsp[mCount] = colors[i];
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mCount++;
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}
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mVerticesp[mCount] = verts[i];
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mTexcoordsp[mCount] = uvs[i];
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mColorsp[mCount] = colors[i];
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mCount++;
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}
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mVerticesp[mCount] = mVerticesp[mCount-1];
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