No need to print that the renderer as retexturing support.

Retexturing support has been non-optional for years.
This commit is contained in:
Yamagi Burmeister 2018-08-14 11:53:35 +02:00
parent cf09fb2a99
commit 93aa8270ad
2 changed files with 0 additions and 10 deletions

View file

@ -1393,11 +1393,6 @@ RI_Init()
R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n"); R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n"); R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n");
/* Options */
R_Printf(PRINT_ALL, "Refresher build options:\n");
R_Printf(PRINT_ALL, " + Retexturing support\n");
Draw_GetPalette(); Draw_GetPalette();
R_Register(); R_Register();

View file

@ -435,11 +435,6 @@ GL3_Init(void)
R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n"); R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n"); R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n");
/* Options */
R_Printf(PRINT_ALL, "Refresher build options:\n");
R_Printf(PRINT_ALL, " + Retexturing support\n\n");
if(sizeof(float) != sizeof(GLfloat)) if(sizeof(float) != sizeof(GLfloat))
{ {
// if this ever happens, things would explode because we feed vertex arrays and UBO data // if this ever happens, things would explode because we feed vertex arrays and UBO data