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

@ -753,7 +753,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
if(smf->flags & MDL_INHERITACTORPITCH) pitch += float(static_cast<double>(spr->actor->pitch >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->pitch & 0x0000FFFF) / (1 << 29) * 45);
if(smf->flags & MDL_INHERITACTORROLL) roll += float(static_cast<double>(spr->actor->roll >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->roll & 0x0000FFFF) / (1 << 29) * 45);
if (gl.shadermodel < 4)
if (!gl.hasGLSL())
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
@ -795,7 +795,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
glRotatef(smf->pitchoffset, 0, 0, 1);
glRotatef(-smf->rolloffset, 1, 0, 0);
if (gl.shadermodel >= 4) glActiveTexture(GL_TEXTURE0);
if (gl.hasGLSL()) glActiveTexture(GL_TEXTURE0);
#if 0
if (gl_light_models)
@ -814,7 +814,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, NULL, translation );
if (gl.shadermodel < 4)
if (!gl.hasGLSL())
{
glMatrixMode(GL_MODELVIEW);
glPopMatrix();