- /* 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, (GLvoid*)(sizeof(vertIdxs[0])*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);
+ static float t2 = 0;
+ t2 += 0.1;
+ if (t2 >= numParts2)
+ t2 = 0;
+ for (i=0; i<numParts2; i++)
+ glDrawElements(GL_LINE_LOOP, numVertPerPart2,
+ GL_UNSIGNED_SHORT, (GLvoid*)(sizeof(vertIdxs2[0])*i*numVertPerPart2));
+ /* Clean existing bindings before clean-up */
+ /* Android showed instability otherwise */
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
+ }