fix ugly shading on non-glsl surfaces.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4985 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2015-09-07 14:42:17 +00:00
parent cc414506a8
commit f2a9e850a0
2 changed files with 4 additions and 3 deletions

View file

@ -321,7 +321,6 @@ void Host_InitCommands (void);
void Host_Init (quakeparms_t *parms);
void Host_FinishInit(void);
void Host_Shutdown(void);
extern qboolean com_workererror; //supresses shutdown prints+threads
NORETURN void VARGS Host_Error (char *error, ...) LIKEPRINTF(1);
NORETURN void VARGS Host_EndGame (char *message, ...) LIKEPRINTF(1);
qboolean Host_SimulationTime(float time);
@ -332,6 +331,7 @@ void VARGS Host_ClientCommands (char *fmt, ...) LIKEPRINTF(1);
void Host_ShutdownServer (qboolean crash);
#ifdef LOADERTHREAD
extern qboolean com_workererror; //supresses shutdown prints+threads
extern cvar_t worker_flush;
qboolean COM_DoWork(int thread, qboolean leavelocked);
#define COM_MainThreadWork() while (COM_DoWork(0, false) && worker_flush.ival) /*called each frame to do any gl uploads or whatever*/
@ -349,6 +349,7 @@ void COM_AssertMainThread(const char *msg);
#define COM_AssertMainThread(msg)
#endif
#else
#define com_workererror false
#define COM_AddWork(t,f,a,b,c,d) (f)((a),(b),(c),(d))
#define COM_WorkerPartialSync(c,a,v)
#define COM_WorkerFullSync()

View file

@ -1075,8 +1075,8 @@ int GLBE_SetupForShadowMap(texid_t shadowmaptex, int texwidth, int texheight, fl
shaderstate.shaderbits &= ~SBITS_MISC_DEPTHWRITE;
if (qglShadeModel)
qglShadeModel(GL_FLAT);
// if (qglShadeModel)
// qglShadeModel(GL_FLAT);
GL_ForceDepthWritable();
// qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);