Added support of UInt vertex indexes on iOS if available
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@11051 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -69,6 +69,7 @@ public class IGLESShaderRenderer implements Renderer {
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private FrameBuffer mainFbOverride = null;
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private FrameBuffer mainFbOverride = null;
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private boolean useVBO = true;
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private boolean useVBO = true;
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private boolean powerVr = false;
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private boolean powerVr = false;
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private boolean uintIndexSupport = false;
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private Shader boundShader;
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private Shader boundShader;
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@ -1220,6 +1221,9 @@ public class IGLESShaderRenderer implements Renderer {
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logger.log(Level.FINE, "Caps: {0}", caps);
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logger.log(Level.FINE, "Caps: {0}", caps);
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logger.setLevel(store);
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logger.setLevel(store);
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uintIndexSupport = extensions.contains("GL_OES_element_index_uint");
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logger.log(Level.FINE, "Support for UInt index: {0}", uintIndexSupport);
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}
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}
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@ -1922,7 +1926,7 @@ public class IGLESShaderRenderer implements Renderer {
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Buffer indexData = indexBuf.getData();
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Buffer indexData = indexBuf.getData();
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if (indexBuf.getFormat() == Format.UnsignedInt) {
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if (!uintIndexSupport && (indexBuf.getFormat() == Format.UnsignedInt)) {
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throw new RendererException("OpenGL ES does not support 32-bit index buffers." +
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throw new RendererException("OpenGL ES does not support 32-bit index buffers." +
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"Split your models to avoid going over 65536 vertices.");
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"Split your models to avoid going over 65536 vertices.");
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}
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}
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