Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code.

This commit is contained in:
Christoph Oelckers 2014-05-11 13:27:51 +02:00
commit 09f4071436
23 changed files with 130 additions and 259 deletions

View file

@ -356,7 +356,14 @@ void InitGLRMapinfoData()
glset.map_notexturefill = opt->notexturefill;
glset.skyrotatevector = opt->skyrotatevector;
glset.skyrotatevector2 = opt->skyrotatevector2;
if (gl.shadermodel == 2 && glset.map_lightmode ==2) glset.map_lightmode = 3;
if (!gl.hasGLSL())
{
// light modes 2 and 8 require shaders
if (glset.map_lightmode == 2 || glset.map_lightmode == 8)
{
glset.map_lightmode = 3;
}
}
}
else
{