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- removed some obsolete init stuff and some deprecated constants.
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4df25d951b
commit
ed5ee4e8d1
3 changed files with 5 additions and 16 deletions
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@ -138,7 +138,6 @@ void OpenGLFrameBuffer::InitializeState()
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glDepthFunc(GL_LESS);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DITHER);
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glEnable(GL_ALPHA_TEST);
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@ -146,7 +145,7 @@ void OpenGLFrameBuffer::InitializeState()
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glDisable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_CLAMP_NV);
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glEnable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LINE_SMOOTH);
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@ -154,15 +153,6 @@ void OpenGLFrameBuffer::InitializeState()
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glAlphaFunc(GL_GEQUAL,0.5f);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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// This was to work around a bug in some older driver. Probably doesn't make sense anymore.
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glEnable(GL_FOG);
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glDisable(GL_FOG);
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glHint(GL_FOG_HINT, GL_FASTEST);
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glFogi(GL_FOG_MODE, GL_EXP);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -140,7 +140,6 @@ void gl_LoadExtensions()
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (gl.version >= 4.f && CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
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if (gl.version >= 3.2f || CheckExtension("GL_ARB_draw_elements_base_vertex")) gl.flags |= RFL_BASEINDEX;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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@ -253,9 +253,9 @@ void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned i
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// When using separate samplers the stuff below is not needed.
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// if (gl.flags & RFL_SAMPLER_OBJECTS) return;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
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clampmode = wrapparam==GL_CLAMP? GLT_CLAMPX|GLT_CLAMPY : 0;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapparam);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapparam);
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clampmode = wrapparam==GL_CLAMP_TO_EDGE? GLT_CLAMPX|GLT_CLAMPY : 0;
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if (forcenofiltering)
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{
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@ -469,7 +469,7 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
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unsigned int * pTexID=GetTexID(translation);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
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LoadImage(buffer, w, h, *pTexID, wrap? GL_REPEAT:GL_CLAMP, alphatexture, texunit);
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LoadImage(buffer, w, h, *pTexID, wrap? GL_REPEAT:GL_CLAMP_TO_EDGE, alphatexture, texunit);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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return *pTexID;
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}
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