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.
This commit is contained in:
Bill Currie 2012-01-21 21:54:36 +09:00
parent 68d956583d
commit 5080a6f37e

View file

@ -59,6 +59,11 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
#include "r_local.h"
#include "r_shared.h"
//FIXME not part of GLES, but needed for GL
#ifndef GL_VERTEX_PROGRAM_POINT_SIZE
# define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#endif
//FIXME should not be here
static int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 };
//static int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 };
@ -207,6 +212,7 @@ R_InitParticles (void)
byte data[64][64][2];
tex_t *tex;
qfglEnable (GL_VERTEX_PROGRAM_POINT_SIZE);
qfglGetFloatv (GL_ALIASED_POINT_SIZE_RANGE, v);
Sys_MaskPrintf (SYS_GLSL, "point size: %g - %g\n", v[0], v[1]);