Fixes for Raze

This commit is contained in:
Emile Belanger 2021-05-05 19:14:12 +01:00
parent 1ae1704df7
commit d750ac66fa
2 changed files with 5 additions and 5 deletions

View file

@ -123,12 +123,8 @@ void OpenGLFrameBuffer::InitializeState()
{
static bool first=true;
gl_customshader = false; // Unlikely work with GLSL v1.00
gl_sort_textures = true; // Faster
mPipelineNbr = gl_pipeline_depth;
InitGLES();
// Move some state to the framebuffer object for easier access.
@ -250,6 +246,8 @@ void OpenGLFrameBuffer::Swap()
mVertexData->NextPipelineBuffer();
RenderState()->SetVertexBuffer(screen->mVertexData); // Needed for Raze because it does not reset it
Finish.Unclock();
camtexcount = 0;
FHardwareTexture::UnbindAll();

View file

@ -629,7 +629,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
shaderData->muTextureModulateColor.Init(shaderData->hShader, "uTextureModulateColor");
shaderData->muTextureBlendColor.Init(shaderData->hShader, "uTextureBlendColor");
shaderData->muTimer.Init(shaderData->hShader, "timer");
#ifdef NPOT_EMULATION
shaderData->muNpotEmulation.Init(shaderData->hShader, "uNpotEmulation");
#endif
shaderData->muFixedColormapStart.Init(shaderData->hShader, "uFixedColormapStart");
shaderData->muFixedColormapRange.Init(shaderData->hShader, "uFixedColormapRange");