OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs.

This commit is contained in:
SmileTheory 2016-02-17 19:49:21 -08:00
parent 0f6f2be155
commit d11cfc88d5
3 changed files with 8 additions and 6 deletions

View file

@ -210,7 +210,7 @@ void GL_BindNullFramebuffers()
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0;
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glDsaState.readFramebuffer = 0;
glDsaState.renderbuffer = 0;
}
void GL_BindFramebuffer(GLenum target, GLuint framebuffer)

View file

@ -251,7 +251,7 @@ FBO_Init
void FBO_Init(void)
{
int i;
int hdrFormat, multisample;
int hdrFormat, multisample = 0;
ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
@ -268,7 +268,8 @@ void FBO_Init(void)
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (glRefConfig.framebufferMultisample)
qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (r_ext_framebuffer_multisample->integer < multisample)
multisample = r_ext_framebuffer_multisample->integer;
@ -334,6 +335,9 @@ void FBO_Init(void)
for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
// FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
// This at least gets sun shadows working on older GPUs (Intel)
FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}

View file

@ -115,7 +115,7 @@ void GL_TextureMode( const char *string ) {
// change all the existing mipmap texture objects
for ( i = 0 ; i < tr.numImages ; i++ ) {
glt = tr.images[ i ];
if ( glt->flags & IMGFLAG_MIPMAP ) {
if ( glt->flags & IMGFLAG_MIPMAP && !(glt->flags & IMGFLAG_CUBEMAP)) {
qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
@ -2817,8 +2817,6 @@ void R_CreateBuiltinImages( void ) {
for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}