mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-03 01:12:20 +00:00
Merge branch 'mesa-support' of github.com:RobertBeckebans/RBDOOM-3-BFG into mesa-support
This commit is contained in:
commit
cb83ec194a
3 changed files with 18 additions and 3 deletions
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@ -90,7 +90,7 @@ void idRenderProgManager::Init()
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{
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{ BUILTIN_GUI, "gui.vfp", false },
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{ BUILTIN_COLOR, "color.vfp", false },
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{ BUILTIN_SIMPLESHADE, "simpleshade.vfp", false },
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// { BUILTIN_SIMPLESHADE, "simpleshade.vfp", false },
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{ BUILTIN_TEXTURED, "texture.vfp", false },
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{ BUILTIN_TEXTURE_VERTEXCOLOR, "texture_color.vfp", false },
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{ BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED, "texture_color_skinned.vfp", true },
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@ -117,11 +117,11 @@ void idRenderProgManager::Init()
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{ BUILTIN_POSTPROCESS, "postprocess.vfp", false },
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{ BUILTIN_STEREO_DEGHOST, "stereoDeGhost.vfp", false },
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{ BUILTIN_STEREO_WARP, "stereoWarp.vfp", false },
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{ BUILTIN_ZCULL_RECONSTRUCT, "zcullReconstruct.vfp", false },
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// { BUILTIN_ZCULL_RECONSTRUCT, "zcullReconstruct.vfp", false },
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{ BUILTIN_BINK, "bink.vfp", false },
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{ BUILTIN_BINK_GUI, "bink_gui.vfp", false },
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{ BUILTIN_STEREO_INTERLACE, "stereoInterlace.vfp", false },
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{ BUILTIN_MOTION_BLUR, "motionBlur.vfp", false },
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// { BUILTIN_MOTION_BLUR, "motionBlur.vfp", false },
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{ BUILTIN_SHADOW, "shadow.vfp", false },
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{ BUILTIN_SHADOW_SKINNED, "shadow_skinned.vfp", true },
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};
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@ -401,6 +401,15 @@ static void R_CheckPortableExtensions()
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glConfig.vendor = VENDOR_INTEL;
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}
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// RB: HACK for testing: Mesa support
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#if defined(__linux__) //!defined(_WIN32) && !defined(__ANDROID__)
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//if( glConfig.vendor == VENDOR_INTEL )
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{
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glConfig.driverType = GLDRV_OPENGL_MESA;
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}
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#endif
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// RB end
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// GL_ARB_multitexture
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glConfig.multitextureAvailable = R_CheckExtension( "GL_ARB_multitexture" );
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if( glConfig.multitextureAvailable )
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@ -194,6 +194,8 @@ bool GLimp_Init( glimpParms_t parms )
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// RB begin
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if( r_useOpenGL32.GetInteger() > 0 )
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{
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glConfig.driverType = GLDRV_OPENGL32_COMPATIBILITY_PROFILE;
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
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@ -205,6 +207,8 @@ bool GLimp_Init( glimpParms_t parms )
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if( r_useOpenGL32.GetInteger() > 1 )
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{
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glConfig.driverType = GLDRV_OPENGL32_CORE_PROFILE;
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
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}
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// RB end
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@ -255,6 +259,8 @@ bool GLimp_Init( glimpParms_t parms )
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glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN;
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#else
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glConfig.driverType = GLDRV_OPENGL3X;
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SDL_WM_SetCaption( GAME_NAME, GAME_NAME );
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if( SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, r_swapInterval.GetInteger() ) < 0 )
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