Added a per-rendering pass mesh count to the body draw structure. This optimizes...
authorrlk <rlk@78b8d119-cf0a-0410-b17c-f493084dd1d7>
Thu, 31 Mar 2011 20:24:26 +0000 (20:24 +0000)
committerrlk <rlk@78b8d119-cf0a-0410-b17c-f493084dd1d7>
Thu, 31 Mar 2011 20:24:26 +0000 (20:24 +0000)
commitc9302cee982c7ba1a46b419d2abbac128ca46563
tree5f9d4ba3d806441882f3ed111569ad1909c27f3a
parentafef75390e08395f9141219e738af06b34f7cde7
Added a per-rendering pass mesh count to the body draw structure.  This optimizes the rendering of bodies that have no materials matching the current pass.
Reordered the material flags to ensure that cheap state changes happen more often than expensive ones.

git-svn-id: https://s.snth.net/svn/neverball/branches/gles@3544 78b8d119-cf0a-0410-b17c-f493084dd1d7
ball/st_demo.c
share/mapc.c
share/solid_base.h
share/solid_draw.c
share/solid_draw.h