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Before each draw call, for every enabled vertex array configured as instanced, we take the current instance id and divide it by its configured divisor, then we multiply that by the corresponding stride and increment the start address by the resulting amount. This way we can simulate the vertex array being incremented once per instance without actually using OpenGL's instancing functions. |
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.. | ||
gl_rasterizer.cpp | ||
gl_rasterizer.h | ||
gl_rasterizer_cache.cpp | ||
gl_rasterizer_cache.h | ||
gl_resource_manager.h | ||
gl_shader_decompiler.cpp | ||
gl_shader_decompiler.h | ||
gl_shader_gen.cpp | ||
gl_shader_gen.h | ||
gl_shader_manager.cpp | ||
gl_shader_manager.h | ||
gl_shader_util.cpp | ||
gl_shader_util.h | ||
gl_state.cpp | ||
gl_state.h | ||
gl_stream_buffer.cpp | ||
gl_stream_buffer.h | ||
maxwell_to_gl.h | ||
renderer_opengl.cpp | ||
renderer_opengl.h |