Sculpt draw code:
Remove legacy code completely, now dyntopo, multires et al even work on GL 1.1 for really hardcore users :p Real purpose here though is to be able to have fast multires drawing even with VBO off, since it requires using indices for vertex buffers. Also made own code elf puke an eaten normal update function which made multires not update normals in solid mode...sorry.
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@@ -666,7 +666,7 @@ static void cdDM_drawMappedFaces(
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unsigned int *fi_map;
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findex_buffer = GPU_buffer_alloc(dm->drawObject->tot_loop_verts * sizeof(int), false);
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fi_map = GPU_buffer_lock(findex_buffer);
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fi_map = GPU_buffer_lock(findex_buffer, GPU_BINDING_ARRAY);
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if (fi_map) {
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for (i = 0; i < dm->numTessFaceData; i++, mf++) {
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@@ -689,7 +689,7 @@ static void cdDM_drawMappedFaces(
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start_element = 0;
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mf = cddm->mface;
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GPU_buffer_unlock(findex_buffer);
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GPU_buffer_unlock(findex_buffer, GPU_BINDING_ARRAY);
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GPU_buffer_bind_as_color(findex_buffer);
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}
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}
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@@ -1034,7 +1034,7 @@ static void cdDM_drawMappedFacesGLSL(
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if (buffer == NULL) {
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buffer = GPU_buffer_alloc(max_element_size * dm->drawObject->tot_loop_verts, true);
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}
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varray = GPU_buffer_lock_stream(buffer);
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varray = GPU_buffer_lock_stream(buffer, GPU_BINDING_ARRAY);
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if (varray == NULL) {
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GPU_buffer_unbind();
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GPU_buffer_free(buffer);
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@@ -1114,7 +1114,7 @@ static void cdDM_drawMappedFacesGLSL(
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tot_loops += 3;
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}
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}
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GPU_buffer_unlock(buffer);
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GPU_buffer_unlock(buffer, GPU_BINDING_ARRAY);
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}
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for (a = 0; a < tot_active_mat; a++) {
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