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R_Clear: clear stencil buffer together with depth buffer if we have one.
mh suggest that not doing this may cause performance issues: http://forums.inside3d.com/viewtopic.php?t=2408 It's also mentioned in a "Depth In-Depth" document from AMD. git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1203 af15c1b1-3010-417e-b628-4374ebc0bcbd
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@ -489,6 +489,9 @@ void R_Clear (void)
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unsigned int clearbits;
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clearbits = GL_DEPTH_BUFFER_BIT;
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// from mh -- if we get a stencil buffer, we should clear it, even though we don't use it
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if (gl_stencilbits)
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clearbits |= GL_STENCIL_BUFFER_BIT;
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if (gl_clear.value)
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clearbits |= GL_COLOR_BUFFER_BIT;
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glClear (clearbits);
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@ -104,6 +104,7 @@ qboolean gl_glsl_able = false; //ericw
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GLint gl_max_texture_units = 0; //ericw
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qboolean gl_glsl_gamma_able = false; //ericw
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qboolean gl_glsl_alias_able = false; //ericw
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int gl_stencilbits;
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PFNGLMULTITEXCOORD2FARBPROC GL_MTexCoord2fFunc = NULL; //johnfitz
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PFNGLACTIVETEXTUREARBPROC GL_SelectTextureFunc = NULL; //johnfitz
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@ -651,6 +652,10 @@ static qboolean VID_SetMode (int width, int height, int bpp, qboolean fullscreen
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if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &fsaa_obtained) == -1)
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fsaa_obtained = 0;
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// read stencil bits
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if (SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &gl_stencilbits) == -1)
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gl_stencilbits = 0;
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modestate = VID_GetFullscreen() ? MS_FULLSCREEN : MS_WINDOWED;
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CDAudio_Resume ();
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@ -148,6 +148,8 @@ extern cvar_t gl_playermip;
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extern cvar_t gl_subdivide_size;
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extern float load_subdivide_size; //johnfitz -- remember what subdivide_size value was when this map was loaded
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extern int gl_stencilbits;
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// Multitexture
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extern qboolean mtexenabled;
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extern qboolean gl_mtexable;
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