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d3d9 improvements
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@@ -1166,7 +1166,8 @@ Device renderdevice = {
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gl3::im2DRenderPrimitive,
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gl3::im2DRenderIndexedPrimitive,
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gl3::im3DTransform,
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gl3::im3DRenderIndexed,
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gl3::im3DRenderPrimitive,
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gl3::im3DRenderIndexedPrimitive,
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gl3::im3DEnd,
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#ifdef LIBRW_SDL2
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gl3::deviceSystemSDL2
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@@ -220,7 +220,18 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world)
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}
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void
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im3DRenderIndexed(PrimitiveType primType, void *indices, int32 numIndices)
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im3DRenderPrimitive(PrimitiveType primType)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
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flushCache();
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glDrawArrays(primTypeMap[primType], 0, num3DVertices);
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disableAttribPointers(im3dattribDesc, 3);
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}
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void
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im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*2,
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@@ -18,7 +18,8 @@ void im2DRenderIndexedPrimitive(PrimitiveType primType,
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void openIm3D(void);
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void closeIm3D(void);
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void im3DTransform(void *vertices, int32 numVertices, Matrix *world);
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void im3DRenderIndexed(PrimitiveType primType, void *indices, int32 numIndices);
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void im3DRenderPrimitive(PrimitiveType primType);
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void im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices);
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void im3DEnd(void);
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#endif
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