GL3: Fix particles on RPi4

tested V3D 4.2; OpenGL ES 3.1 Mesa 20.3.5
This commit is contained in:
Daniel Gibson 2022-04-25 23:23:55 +02:00
parent 89f63915a3
commit a195305592

View file

@ -965,7 +965,11 @@ GL3_DrawParticles(void)
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glEnable(GL_BLEND); glEnable(GL_BLEND);
#ifndef YQ2_GL3_GLES #ifdef YQ2_GL3_GLES
// the RPi4 GLES3 implementation doesn't draw particles if culling is
// enabled (at least with GL_FRONT which seems to be default in q2?)
glDisable(GL_CULL_FACE);
#else
// GLES doesn't have this, maybe it's always enabled? (https://gamedev.stackexchange.com/a/15528 says it works) // GLES doesn't have this, maybe it's always enabled? (https://gamedev.stackexchange.com/a/15528 says it works)
// luckily we don't use glPointSize() but set gl_PointSize in shader anyway // luckily we don't use glPointSize() but set gl_PointSize in shader anyway
glEnable(GL_PROGRAM_POINT_SIZE); glEnable(GL_PROGRAM_POINT_SIZE);
@ -984,7 +988,7 @@ GL3_DrawParticles(void)
cur->size = pointSize; cur->size = pointSize;
cur->dist = VectorLength(offset); cur->dist = VectorLength(offset);
for(int j=0; j<3; ++j) cur->color[j] = color[j]/255.0f; for(int j=0; j<3; ++j) cur->color[j] = color[j]*(1.0f/255.0f);
cur->color[3] = p->alpha; cur->color[3] = p->alpha;
} }
@ -994,10 +998,12 @@ GL3_DrawParticles(void)
glBufferData(GL_ARRAY_BUFFER, sizeof(part_vtx)*numParticles, buf, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(part_vtx)*numParticles, buf, GL_STREAM_DRAW);
glDrawArrays(GL_POINTS, 0, numParticles); glDrawArrays(GL_POINTS, 0, numParticles);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
#ifndef YQ2_GL3_GLES #ifdef YQ2_GL3_GLES
if(gl_cull->value != 0.0f)
glEnable(GL_CULL_FACE);
#else
glDisable(GL_PROGRAM_POINT_SIZE); glDisable(GL_PROGRAM_POINT_SIZE);
#endif #endif