Reviewed-by: Ian Romanick
On 01/15/2018 11:37 AM, Brian Paul wrote:
> The vbo_save_vertex_list structure records one or more glBegin/End
> primitives which all have the same vertex format.
>
> To draw these primitives, we setup the vertex array state, then
> issue the
The vbo_save_vertex_list structure records one or more glBegin/End
primitives which all have the same vertex format.
To draw these primitives, we setup the vertex array state, then
issue the drawing command. Before, the 'start' vertex was typically
zero and we used the vertex array pointer to