Fix non-gl builds.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6051 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-08-28 15:23:25 +00:00
parent e244436641
commit 13d8d0fbdf

View file

@ -528,7 +528,9 @@ static void SHM_BeginShadowMesh(dlight_t *dl, int type)
sh_shmesh->litleaves = Z_Malloc(lb);
}
}
#ifdef GLQUAKE
sh_shmesh->havefaceebo = false;
#endif
sh_shmesh->maxverts = 0;
sh_shmesh->numverts = 0;
sh_shmesh->maxindicies = 0;
@ -558,6 +560,7 @@ static void SHM_BeginShadowMesh(dlight_t *dl, int type)
sh_shmesh->batches[i].faceidxcount = 0;
}
}
#ifdef GLQUAKE
static size_t SHM_GenWorldFaceIndexes(index_t **outindexes)
{
size_t count = 0, b, m, i;
@ -596,6 +599,7 @@ static size_t SHM_GenWorldFaceIndexes(index_t **outindexes)
}
return count;
}
#endif
static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
{
if (sh_shmesh != &sh_tempshmesh || 1)
@ -3048,7 +3052,8 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour, qbyte *pvs)
if (shader->flags & (SHADER_NODLIGHT|SHADER_NODRAW|SHADER_SKY))
continue;
//FIXME: it should be worth building a dedicated ebo, for static ones
if (sm->batches[tno].faceidxcount && !(shader->flags & SHADER_NEEDSARRAYS) && sm->havefaceebo)
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && sm->batches[tno].faceidxcount && !(shader->flags & SHADER_NEEDSARRAYS) && sm->havefaceebo)
{
mesh_t unimesh = {0};
mesh_t *unimeshptr = &unimesh;
@ -3063,6 +3068,7 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour, qbyte *pvs)
cl.worldmodel->shadowbatches[tno].vbo->indicies = oldidx;
}
else
#endif
BE_DrawMesh_List(shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, NULL, 0);
RQuantAdd(RQUANT_LITFACES, sm->batches[tno].count);
}