- /* Draw per face (TODO: could use glMultiDrawArrays if available) */
- for (i=0; i<numParts; i++)
- glDrawArrays(vertexMode, i*numVertPerPart, numVertPerPart);
-
+ if (!vertIdxs) {
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numParts; i++)
+ glDrawArrays(vertexMode, i*numVertPerPart, numVertPerPart);
+ } else {
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ for (i=0; i<numParts; i++)
+ glDrawElements(vertexMode,numVertPerPart,GL_UNSIGNED_SHORT,(void*)(long)(i*numVertPerPart));
+ /* Clean existing bindings before clean-up */
+ /* Android showed instability otherwise */
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ if (vertIdxs2) {
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements2);
+ for (i=0; i<numParts2; i++)
+ glDrawElements(GL_LINE_LOOP,numVertPerPart2,GL_UNSIGNED_SHORT,(void*)(long)(i*numVertPerPart2));
+ /* Clean existing bindings before clean-up */
+ /* Android showed instability otherwise */
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
+ }