Reworked networking a little, separating out common code for separate server/master processes.

Reworked glsl bones, so they work based upon the shader's version instead of the driver's version (more robust).
Fix te_teleport shader.
Track angles for antilag.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5372 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2018-12-28 00:04:36 +00:00
parent 18280be6e9
commit c6ed692871
56 changed files with 2026 additions and 964 deletions

View file

@ -3450,13 +3450,11 @@ static void BE_Program_Set_Attributes(const program_t *prog, struct programpermu
case SP_M_MODEL:
qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelmatrix);
break;
case SP_M_ENTBONES:
{
if (sh_config.maxver>=120)
qglUniformMatrix3x4fv(ph, shaderstate.sourcevbo->numbones, false, shaderstate.sourcevbo->bones);
else
qglUniform4fvARB(ph, shaderstate.sourcevbo->numbones*3, shaderstate.sourcevbo->bones);
}
case SP_M_ENTBONES_PACKED:
qglUniform4fvARB(ph, shaderstate.sourcevbo->numbones*3, shaderstate.sourcevbo->bones);
break;
case SP_M_ENTBONES_MAT3X4:
qglUniformMatrix3x4fv(ph, shaderstate.sourcevbo->numbones, false, shaderstate.sourcevbo->bones);
break;
case SP_M_INVVIEWPROJECTION:
{
@ -4561,7 +4559,7 @@ static void DrawMeshes(void)
#endif
break;
case BEM_DEPTHDARK:
if ((shaderstate.curshader->flags & SHADER_HASLIGHTMAP) && !TEXVALID(shaderstate.curtexnums->fullbright))
if ((shaderstate.curshader->flags & (SHADER_HASLIGHTMAP|SHADER_NODLIGHT))==SHADER_HASLIGHTMAP && !TEXVALID(shaderstate.curtexnums->fullbright))
{
if (gl_config.arb_shader_objects)
{