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
This commit is contained in:
Spoike 2017-07-28 01:49:25 +00:00
parent d66db9930d
commit db2c378fa0
67 changed files with 6083 additions and 2281 deletions

View file

@ -1447,8 +1447,9 @@ void GLBE_Init(void)
if (gl_config.glversion >= 3.0 && gl_config_nofixedfunc)
{
//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.
//qglGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER_EXT, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &gl_stencilbits);
gl_stencilbits = 8;
qglGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER_EXT, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &gl_stencilbits);
if (qglGetError())
gl_stencilbits = 8;
}
else
qglGetIntegerv(GL_STENCIL_BITS, &gl_stencilbits);
@ -1484,9 +1485,17 @@ void GLBE_Init(void)
if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
{
if (r_shadow_shadowmapping.ival)
{
GLBE_RegisterLightShader(LSHADER_SMAP);
GLBE_RegisterLightShader(LSHADER_SMAP|LSHADER_CUBE);
GLBE_RegisterLightShader(LSHADER_SMAP|LSHADER_SPOT);
}
else
GLBE_RegisterLightShader(0);
{
GLBE_RegisterLightShader(LSHADER_STANDARD);
GLBE_RegisterLightShader(LSHADER_STANDARD|LSHADER_CUBE);
GLBE_RegisterLightShader(LSHADER_STANDARD|LSHADER_SPOT);
}
}
#endif