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- better be safe and not call GL_CLIP_DISTANCE functions on old hardware.
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parent
3faf5afa3a
commit
066d5c63e2
5 changed files with 24 additions and 17 deletions
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@ -233,7 +233,20 @@ public:
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void EnableSplit(bool on)
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{
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mSplitEnabled = on;
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if (gl.glslversion >= 1.3f)
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{
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mSplitEnabled = on;
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if (on)
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{
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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}
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}
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}
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void SetLightIndex(int n)
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@ -388,8 +388,6 @@ void GLWall::DoDrawDecals()
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if (lightlist != NULL)
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{
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gl_RenderState.EnableSplit(true);
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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@ -405,8 +403,6 @@ void GLWall::DoDrawDecals()
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if (lightlist != NULL)
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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gl_RenderState.EnableSplit(false);
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}
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@ -806,11 +806,17 @@ void GLDrawList::DrawSorted()
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sorted=DoSort(SortNodes[SortNodeStart]);
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}
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gl_RenderState.ClearClipSplit();
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glEnable(GL_CLIP_DISTANCE1);
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glEnable(GL_CLIP_DISTANCE2);
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if (gl.glslversion >= 1.3f)
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{
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glEnable(GL_CLIP_DISTANCE1);
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glEnable(GL_CLIP_DISTANCE2);
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}
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DoDrawSorted(sorted);
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glDisable(GL_CLIP_DISTANCE1);
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glDisable(GL_CLIP_DISTANCE2);
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if (gl.glslversion >= 1.3f)
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{
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glDisable(GL_CLIP_DISTANCE1);
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glDisable(GL_CLIP_DISTANCE2);
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}
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gl_RenderState.ClearClipSplit();
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}
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@ -226,8 +226,6 @@ void GLSprite::Draw(int pass)
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{
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clipping = true;
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gl_RenderState.EnableSplit(true);
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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secplane_t bottomp = { { 0, 0, -1. }, bottomclip };
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@ -333,8 +331,6 @@ void GLSprite::Draw(int pass)
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if (clipping)
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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gl_RenderState.EnableSplit(false);
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}
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@ -339,8 +339,6 @@ void GLWall::RenderTextured(int rflags)
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else
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{
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gl_RenderState.EnableSplit(true);
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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for (unsigned i = 0; i < lightlist->Size(); i++)
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{
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@ -363,8 +361,6 @@ void GLWall::RenderTextured(int rflags)
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if (low1 <= zbottom[0] && low2 <= zbottom[1]) break;
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}
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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gl_RenderState.EnableSplit(false);
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}
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gl_RenderState.SetTextureMode(tmode);
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