This mainly targets OpenGL ES 2.0 but it also supports compiling GLSL as
ESSL 3.00. It's missing support for framebuffer objects which should be
possible on ES 2. (Though using renderbuffers instead of textures.)
opengl1 cvars that are not supported will display a message and disable
the cvar. This has not been reviewed for new opengl2 cvars. Enabling
cvars may cause rendering issues. Some of the broken cvars may be
possible to support using OpenGL ES 3 features.
The game displays okay with the default cvars.
Fix two constants in GLSL shaders. Remove f suffix from float and fix
int to float assignment. They were causing shader compile errors in
OpenGL ES 2 context.
Remove disabling clip plane. Clip plane is unused and never enabled in
the opengl2 renderer. Remove disabling it to avoid causing a GL error
when using OpenGL 3.2 core profile or OpenGL ES.
Make VAO cache vertex stride be size of srfVert_t since that is what
is uploaded to the GPU. No behavior change. There is a disabled debug
id in srfVert_t though which if enabled changes srfVert_t size.
Load functions procs supported by OpenGL ES 2.0, though there is not a
compatible renderer yet. Change argument for GLimp_Init from coreContext
to fixedFunction.
- Parse OpenGL version in sdl_glimp.c to share with both renderers.
- Add GL_VERSION_ATLEAST(major, minor) macro.
- Get address of glGetStringi if using OpenGL 3.
- Fix glConfig.extensions_string when using GL3 core context in
opengl2 renderer.
- Make opengl1 renderer's gfxinfo support qglGetStringi too.