centerprints with links now show cursors.
q2 temp entity tweaks. still more work to be done. support sRGB (mostly)properly in gl+vk+d3d9+d3d11. vulkan tweaks - multisample works under certain conditions. additional other changes to comply... cvars to enable some other device extensions. removed r_viewleaf. now using clusters for q1 too. improved compat with quakespasm's sky command. Added vid_winthread cvar, to handle window messages on a separate thread. When set this allows the game to keep redrawing when the user is resizing the window etc. Finally added renderers option to menusys. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5130 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1447,8 +1447,9 @@ void GLBE_Init(void)
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if (gl_config.glversion >= 3.0 && gl_config_nofixedfunc)
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{
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//docs say this line should be okay in gl3+. nvidia do not seem to agree. GL_STENCIL_BITS is depricated however. so for now, just assume.
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//qglGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER_EXT, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &gl_stencilbits);
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gl_stencilbits = 8;
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qglGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER_EXT, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &gl_stencilbits);
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if (qglGetError())
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gl_stencilbits = 8;
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}
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else
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qglGetIntegerv(GL_STENCIL_BITS, &gl_stencilbits);
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@ -1484,9 +1485,17 @@ void GLBE_Init(void)
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if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
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{
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if (r_shadow_shadowmapping.ival)
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{
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GLBE_RegisterLightShader(LSHADER_SMAP);
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GLBE_RegisterLightShader(LSHADER_SMAP|LSHADER_CUBE);
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GLBE_RegisterLightShader(LSHADER_SMAP|LSHADER_SPOT);
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}
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else
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GLBE_RegisterLightShader(0);
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{
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GLBE_RegisterLightShader(LSHADER_STANDARD);
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GLBE_RegisterLightShader(LSHADER_STANDARD|LSHADER_CUBE);
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GLBE_RegisterLightShader(LSHADER_STANDARD|LSHADER_SPOT);
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}
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}
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#endif
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