Refactor RenderMesh() to now purely render what's specified

* So RenderMesh doesn't pick up anything implicitly from the current
  event, log, pipeline state etc - everything it needs is explicitly
  provided by the config parameters (note this might include a buffer
  generated by postvs data fetching, but the implementation now doesn't
  need to care or treat it as a special case.
This commit is contained in:
baldurk
2015-01-25 14:04:41 +00:00
parent 92e830b801
commit 22c9775008
16 changed files with 385 additions and 326 deletions
+1 -1
View File
@@ -1450,7 +1450,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overl
return m_pDriver->GetResourceManager()->GetID(TextureRes(ctx, DebugData.overlayTex));
}
void GLReplay::RenderMesh(uint32_t frameID, const vector<uint32_t> &events, MeshDisplay cfg)
void GLReplay::RenderMesh(uint32_t frameID, uint32_t eventID, const vector<MeshFormat> &secondaryDraws, MeshDisplay cfg)
{
#if 0
WrappedOpenGL &gl = *m_pDriver;