Fixed shadow mapping problems with the ATI Catalyst driver

This commit is contained in:
Robert Beckebans 2014-05-12 19:54:09 +02:00
parent c1b7308862
commit a67f99acda
3 changed files with 11 additions and 10 deletions

View file

@ -586,11 +586,11 @@ void idImageManager::CreateIntrinsicImages()
ImageFromFunction( "_quadratic", R_QuadraticImage );
// RB begin
shadowImage[0] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[0] ), R_CreateShadowMapImage_Res0 );
shadowImage[1] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[1] ), R_CreateShadowMapImage_Res1 );
shadowImage[2] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[2] ), R_CreateShadowMapImage_Res2 );
shadowImage[3] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[3] ), R_CreateShadowMapImage_Res3 );
shadowImage[4] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[4] ), R_CreateShadowMapImage_Res4 );
shadowImage[0] = ImageFromFunction( va( "_shadowMapArray0_%i", shadowMapResolutions[0] ), R_CreateShadowMapImage_Res0 );
shadowImage[1] = ImageFromFunction( va( "_shadowMapArray1_%i", shadowMapResolutions[1] ), R_CreateShadowMapImage_Res1 );
shadowImage[2] = ImageFromFunction( va( "_shadowMapArray2_%i", shadowMapResolutions[2] ), R_CreateShadowMapImage_Res2 );
shadowImage[3] = ImageFromFunction( va( "_shadowMapArray3_%i", shadowMapResolutions[3] ), R_CreateShadowMapImage_Res3 );
shadowImage[4] = ImageFromFunction( va( "_shadowMapArray4_%i", shadowMapResolutions[4] ), R_CreateShadowMapImage_Res4 );
jitterImage1 = globalImages->ImageFromFunction( "_jitter1", R_CreateJitterImage1 );
jitterImage4 = globalImages->ImageFromFunction( "_jitter4", R_CreateJitterImage4 );

View file

@ -332,7 +332,7 @@ void idImage::SetTexParameters()
//glTexParameteri( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
glTexParameteri( target, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
//glTexParameteri( target, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
}
}

View file

@ -1132,10 +1132,11 @@ void ParseInOutStruct( idLexer& src, int attribType, int attribIgnoreType, idLis
// RB: ignore reserved builtin gl_ uniforms
switch( glConfig.driverType )
{
case GLDRV_OPENGL32_CORE_PROFILE:
case GLDRV_OPENGL_ES2:
case GLDRV_OPENGL_ES3:
case GLDRV_OPENGL_MESA:
//case GLDRV_OPENGL32_CORE_PROFILE:
//case GLDRV_OPENGL_ES2:
//case GLDRV_OPENGL_ES3:
//case GLDRV_OPENGL_MESA:
default:
{
for( int i = 0; attribsPC[i].semantic != NULL; i++ )
{