rendertargets ignore gl_max_size. this fixes underwaterwarp+bloom at high resolutions with outdated configs (ones that picked up an earlier default, or custom settings to limit texture detail... those crazy legoquakers).
fix shadow/particle issues, shadowmapping should be a little more robust now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4783 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
9602ae7247
commit
2a65ebee65
4 changed files with 71 additions and 43 deletions
|
@ -750,7 +750,7 @@ void BE_GenerateProgram(shader_t *shader);
|
|||
void Sh_RegisterCvars(void);
|
||||
#ifdef RTLIGHTS
|
||||
//
|
||||
void GLBE_PushOffsetShadow(qboolean foobar);
|
||||
void GLBE_PolyOffsetStencilShadow(qboolean foobar);
|
||||
//sets up gl for depth-only FIXME
|
||||
int GLBE_SetupForShadowMap(texid_t shadowmaptex, int texwidth, int texheight, float shadowscale);
|
||||
//Called from shadowmapping code into backend
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue