const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
while (elementsCount > 0) {
GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
+ GLsizei vertexCount = (drawCount / 6) * 4;
meshState().bindPositionVertexPointer(vertexData, vertices.stride);
if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
meshState().bindTexCoordsVertexPointer(
vertexData + kMeshTextureOffset, vertices.stride);
}
- glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
+ if (mCaches->extensions().getMajorGlVersion() >= 3) {
+ glDrawRangeElements(mesh.primitiveMode, 0, vertexCount-1, drawCount, GL_UNSIGNED_SHORT, nullptr);
+ } else {
+ glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
+ }
elementsCount -= drawCount;
- vertexData += (drawCount / 6) * 4 * vertices.stride;
+ vertexData += vertexCount * vertices.stride;
}
} else if (indices.bufferObject || indices.indices) {
- glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
+ if (mCaches->extensions().getMajorGlVersion() >= 3) {
+ // use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine the min/max index values)
+ glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount-1, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
+ } else {
+ glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
+ }
} else {
glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
}