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GL3: Only use FBO if under water
because on some systems (like RPi4 with my experimental GLES3 branch) the overhead of a FBO is really noticeable, so no reason to pay for it when it's not needed
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1 changed files with 3 additions and 1 deletions
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@ -1357,7 +1357,9 @@ SetupGL(void)
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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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if (gl3_usefbo->value && (gl3_newrefdef.rdflags & RDF_NOWORLDMODEL) == 0 && gl3state.ppFBO != 0)
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// also, only do this when under water, because this has a noticeable overhead on some systems
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if (gl3_usefbo->value && gl3state.ppFBO != 0
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&& (gl3_newrefdef.rdflags & (RDF_NOWORLDMODEL|RDF_UNDERWATER)) == RDF_UNDERWATER)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, gl3state.ppFBO);
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gl3state.ppFBObound = true;
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