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Fixed shadow mapping problems with the ATI Catalyst driver
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parent
c1b7308862
commit
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3 changed files with 11 additions and 10 deletions
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@ -586,11 +586,11 @@ void idImageManager::CreateIntrinsicImages()
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ImageFromFunction( "_quadratic", R_QuadraticImage );
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ImageFromFunction( "_quadratic", R_QuadraticImage );
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// RB begin
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// RB begin
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shadowImage[0] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[0] ), R_CreateShadowMapImage_Res0 );
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shadowImage[0] = ImageFromFunction( va( "_shadowMapArray0_%i", shadowMapResolutions[0] ), R_CreateShadowMapImage_Res0 );
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shadowImage[1] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[1] ), R_CreateShadowMapImage_Res1 );
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shadowImage[1] = ImageFromFunction( va( "_shadowMapArray1_%i", shadowMapResolutions[1] ), R_CreateShadowMapImage_Res1 );
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shadowImage[2] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[2] ), R_CreateShadowMapImage_Res2 );
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shadowImage[2] = ImageFromFunction( va( "_shadowMapArray2_%i", shadowMapResolutions[2] ), R_CreateShadowMapImage_Res2 );
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shadowImage[3] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[3] ), R_CreateShadowMapImage_Res3 );
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shadowImage[3] = ImageFromFunction( va( "_shadowMapArray3_%i", shadowMapResolutions[3] ), R_CreateShadowMapImage_Res3 );
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shadowImage[4] = ImageFromFunction( va( "_shadowMapArray%i", shadowMapResolutions[4] ), R_CreateShadowMapImage_Res4 );
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shadowImage[4] = ImageFromFunction( va( "_shadowMapArray4_%i", shadowMapResolutions[4] ), R_CreateShadowMapImage_Res4 );
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jitterImage1 = globalImages->ImageFromFunction( "_jitter1", R_CreateJitterImage1 );
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jitterImage1 = globalImages->ImageFromFunction( "_jitter1", R_CreateJitterImage1 );
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jitterImage4 = globalImages->ImageFromFunction( "_jitter4", R_CreateJitterImage4 );
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jitterImage4 = globalImages->ImageFromFunction( "_jitter4", R_CreateJitterImage4 );
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@ -332,7 +332,7 @@ void idImage::SetTexParameters()
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//glTexParameteri( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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//glTexParameteri( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glTexParameteri( target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
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glTexParameteri( target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
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glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
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glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
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glTexParameteri( target, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
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//glTexParameteri( target, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
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}
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}
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}
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}
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@ -1132,10 +1132,11 @@ void ParseInOutStruct( idLexer& src, int attribType, int attribIgnoreType, idLis
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// RB: ignore reserved builtin gl_ uniforms
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// RB: ignore reserved builtin gl_ uniforms
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switch( glConfig.driverType )
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switch( glConfig.driverType )
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{
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{
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case GLDRV_OPENGL32_CORE_PROFILE:
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//case GLDRV_OPENGL32_CORE_PROFILE:
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case GLDRV_OPENGL_ES2:
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//case GLDRV_OPENGL_ES2:
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case GLDRV_OPENGL_ES3:
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//case GLDRV_OPENGL_ES3:
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case GLDRV_OPENGL_MESA:
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//case GLDRV_OPENGL_MESA:
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default:
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{
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{
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for( int i = 0; attribsPC[i].semantic != NULL; i++ )
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for( int i = 0; attribsPC[i].semantic != NULL; i++ )
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{
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{
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