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GLES3: Explicitly don't handle gl_drawbuffer
GLES can't render to the front-buffer
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e124ddb4d0
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2 changed files with 9 additions and 4 deletions
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@ -1370,8 +1370,6 @@ SetupGL(void)
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}
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#endif // 0
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// set up the FBO accordingly, but only if actually rendering the world
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// (=> don't use FBO when rendering the playermodel in the player menu)
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// also, only do this when under water, because this has a noticeable overhead on some systems
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@ -1880,6 +1878,12 @@ GL3_BeginFrame(float camera_separation)
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{
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gl_drawbuffer->modified = false;
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#ifdef YQ2_GL3_GLES
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// OpenGL ES3 only supports GL_NONE, GL_BACK and GL_COLOR_ATTACHMENT*
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// so this doesn't make sense here, see https://docs.gl/es3/glDrawBuffers
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R_Printf(PRINT_ALL, "NOTE: gl_drawbuffer not supported by OpenGL ES!\n");
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#else // Desktop GL
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// TODO: stereo stuff
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//if ((gl3state.camera_separation == 0) || gl3state.stereo_mode != STEREO_MODE_OPENGL)
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{
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@ -1888,8 +1892,9 @@ GL3_BeginFrame(float camera_separation)
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{
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drawBuffer = GL_FRONT;
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}
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glDrawBuffers(1, &drawBuffer);
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glDrawBuffer(drawBuffer);
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}
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#endif
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}
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/* texturemode stuff */
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@ -595,7 +595,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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/* Now that we've got a working window print it's mode. */
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int curdisplay = SDL_GetWindowDisplayIndex(window);
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if (curdisplay < 0) {
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if (curdisplay < 0) {
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curdisplay = 0;
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}
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