void glNormalPointer(GLenum type, GLsizei stride, const void *ptr);
void glMultiTexCoord3f(GLenum, GLfloat, GLfloat, GLfloat);
+void glMultiTexCoord3fARB(GLenum, GLfloat, GLfloat, GLfloat);
void glMultiTexCoord2f(GLenum, GLfloat, GLfloat);
#endif
};
-static VertexAttrib vertexattribs[40000];
+static VertexAttrib vertexattribs[60000];
-static GLushort indexArray[30000];
+static GLushort indexArray[50000];
static GLuint vertexCount = 0;
static GLuint indexCount = 0;
default:
break;
}
+ if( ptrVertexAttribArray - vertexattribs > 20000 * sizeof(VertexAttrib) ||
+ ptrIndexArray - indexArray > 15000 * sizeof(GLushort) )
+ FlushOnStateChange();
}
void glEnable (GLenum cap)
glEsImpl->glTexEnvi(target, pname, param);
}
-void glMultiTexCoord3fARB(GLenum, GLfloat, GLfloat, GLfloat)
+void glMultiTexCoord3fARB(GLenum a, GLfloat b, GLfloat c, GLfloat)
{
-
+ return glMultiTexCoord2fARB(a, b, c);
}
void glMultiTexCoord2f(GLenum, GLfloat, GLfloat)