- fixed compile error in gl_skydome.cpp

- disable GL_ARB_buffer_storage when a -glversion parameter less than 4.0 is given. According to the spec this extension requires 4.0 so if emulating something lower it should not be used.
This commit is contained in:
Christoph Oelckers 2014-06-14 14:58:17 +02:00
parent 5e22c82e79
commit 0ce6b40672
2 changed files with 6 additions and 6 deletions

View file

@ -229,6 +229,7 @@ void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
{
int rc = mRows + 1;
// The caps only get drawn for the main layer but not for the overlay.
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
// if there's no shader we cannot use the default color from the buffer because the object color is part of the preset vertex attribute.
@ -239,7 +240,7 @@ void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, 0);
PalEntry pe = tex->tex->GetSkyCapColor(true);
pe = tex->tex->GetSkyCapColor(true);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, rc);

View file

@ -132,6 +132,9 @@ void gl_LoadExtensions()
{
I_FatalError("Unsupported OpenGL version.\nAt least GL 2.0 is required to run " GAMENAME ".\n");
}
gl.version = strtod(version, NULL);
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL);
if (gl.version < 3.f) gl.glslversion = 0.f;
// This loads any function pointers and flags that require a vaild render context to
// initialize properly
@ -140,11 +143,7 @@ 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 (CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
gl.version = strtod(version, NULL);
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL);
if (gl.version < 3.f) gl.glslversion = 0.f;
if (gl.version >= 4.f && CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);