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.
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23 changed files with 130 additions and 259 deletions
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@ -356,7 +356,14 @@ void InitGLRMapinfoData()
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glset.map_notexturefill = opt->notexturefill;
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glset.skyrotatevector = opt->skyrotatevector;
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glset.skyrotatevector2 = opt->skyrotatevector2;
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if (gl.shadermodel == 2 && glset.map_lightmode ==2) glset.map_lightmode = 3;
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if (!gl.hasGLSL())
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{
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// light modes 2 and 8 require shaders
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if (glset.map_lightmode == 2 || glset.map_lightmode == 8)
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{
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glset.map_lightmode = 3;
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}
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}
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}
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else
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{
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