diff --git a/src/mesa/main/draw.c b/src/mesa/main/draw.c index cb479d0fc9f..94654ddbd1e 100644 --- a/src/mesa/main/draw.c +++ b/src/mesa/main/draw.c @@ -1649,37 +1649,6 @@ _mesa_validated_drawrangeelements(struct gl_context *ctx, info.max_index = end; draw.count = count; - /* Need to give special consideration to rendering a range of - * indices starting somewhere above zero. Typically the - * application is issuing multiple DrawRangeElements() to draw - * successive primitives layed out linearly in the vertex arrays. - * Unless the vertex arrays are all in a VBO (or locked as with - * CVA), the OpenGL semantics imply that we need to re-read or - * re-upload the vertex data on each draw call. - * - * In the case of hardware tnl, we want to avoid starting the - * upload at zero, as it will mean every draw call uploads an - * increasing amount of not-used vertex data. Worse - in the - * software tnl module, all those vertices might be transformed and - * lit but never rendered. - * - * If we just upload or transform the vertices in start..end, - * however, the indices will be incorrect. - * - * At this level, we don't know exactly what the requirements of - * the backend are going to be, though it will likely boil down to - * either: - * - * 1) Do nothing, everything is in a VBO and is processed once - * only. - * - * 2) Adjust the indices and vertex arrays so that start becomes - * zero. - * - * Rather than doing anything here, I'll provide a helper function - * for the latter case elsewhere. - */ - ctx->Driver.DrawGallium(ctx, &info, ctx->DrawID, &draw, 1); if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {