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 this fixes underwaterwarp+bloom at high resolutions with outdated configs (ones that picked up an earlier default, or custom settings to limit texture detail...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:
Spoike 2014-11-03 04:45:18 +00:00
parent 9602ae7247
commit 2a65ebee65
4 changed files with 71 additions and 43 deletions

View file

@ -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