\r
void frmPrimWorkshop_Disposed(object sender, EventArgs e)\r
{\r
+ RenderingEnabled = false;\r
Application.Idle -= new EventHandler(Application_Idle);\r
\r
PendingTextures.Close();\r
Client.Network.SimChanged -= new EventHandler<SimChangedEventArgs>(Network_SimChanged);\r
Client.Self.TeleportProgress -= new EventHandler<TeleportEventArgs>(Self_TeleportProgress);\r
Client.Terrain.LandPatchReceived -= new EventHandler<LandPatchReceivedEventArgs>(Terrain_LandPatchReceived);\r
- Instance.Netcom.ClientDisconnected -= new EventHandler<DisconnectedEventArgs>(Netcom_ClientDisconnected);\r
//Client.Avatars.AvatarAnimation -= new EventHandler<AvatarAnimationEventArgs>(AvatarAnimationChanged);\r
+ Client.Avatars.AvatarAppearance -= new EventHandler<AvatarAppearanceEventArgs>(Avatars_AvatarAppearance);\r
\r
if (instance.Netcom != null)\r
{\r
\r
GL.Enable(EnableCap.Blend);\r
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);\r
- hasMipmap = GL.GetString(StringName.Extensions).Contains("GL_SGIS_generate_mipmap");\r
+ string glExtensions = GL.GetString(StringName.Extensions);\r
+ hasMipmap = glExtensions.Contains("GL_SGIS_generate_mipmap");\r
+ useVBO = glExtensions.Contains("ARB_vertex_buffer_object");\r
+\r
// Double check if we have mipmap ability\r
if (hasMipmap)\r
{\r
Vertex[] vArray = face.Vertices.ToArray();\r
GL.GenBuffers(1, out VertexVBO);\r
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexVBO);\r
- GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vArray.Length * VertexSize), vArray, BufferUsageHint.StreamDraw);\r
+ GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vArray.Length * VertexSize), vArray, BufferUsageHint.StaticDraw);\r
}\r
\r
if (IndexVBO == -1)\r
ushort[] iArray = face.Indices.ToArray();\r
GL.GenBuffers(1, out IndexVBO);\r
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexVBO);\r
- GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(iArray.Length * sizeof(ushort)), iArray, BufferUsageHint.StreamDraw);\r
+ GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(iArray.Length * sizeof(ushort)), iArray, BufferUsageHint.StaticDraw);\r
}\r
}\r
}\r