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Enable the point size shader variable.
This is a rather "evil" hack because GLES doesn't seem to need GL_VERTEX_PROGRAM_POINT_SIZE, but GL does, and all my work is currently done in GL rather than GLES. Point particles now work, but the sizes are all wrong.
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1 changed files with 6 additions and 0 deletions
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@ -59,6 +59,11 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#include "r_local.h"
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#include "r_shared.h"
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//FIXME not part of GLES, but needed for GL
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#ifndef GL_VERTEX_PROGRAM_POINT_SIZE
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# define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
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#endif
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//FIXME should not be here
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static int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 };
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//static int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 };
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@ -207,6 +212,7 @@ R_InitParticles (void)
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byte data[64][64][2];
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tex_t *tex;
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qfglEnable (GL_VERTEX_PROGRAM_POINT_SIZE);
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qfglGetFloatv (GL_ALIASED_POINT_SIZE_RANGE, v);
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Sys_MaskPrintf (SYS_GLSL, "point size: %g - %g\n", v[0], v[1]);
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