- force use of shaders on all hardware, unless -noshader is specified.

Right it's only for easy testing, so only the code that does the feature checking has been disabled.
This commit is contained in:
Christoph Oelckers 2016-08-06 13:06:55 +02:00
parent 2e555e6dab
commit 7576e85cef
1 changed files with 4 additions and 3 deletions

View File

@ -187,7 +187,7 @@ void gl_LoadExtensions()
if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
if (Args->CheckParm("-noshader") || gl.glslversion < 1.2f)
if (Args->CheckParm("-noshader")/* || gl.glslversion < 1.2f*/)
{
gl.version = 2.11f;
gl.glslversion = 0;
@ -195,8 +195,9 @@ void gl_LoadExtensions()
}
else if (gl.version < 3.0f)
{
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
else gl.glslversion = 0;
//if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
//else gl.glslversion = 0;
gl.glslversion = 1.21f;
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;