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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92b9814460
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23 changed files with 130 additions and 259 deletions
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@ -753,7 +753,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
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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);
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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);
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if (gl.shadermodel < 4)
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if (!gl.hasGLSL())
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{
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -795,7 +795,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
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glRotatef(smf->pitchoffset, 0, 0, 1);
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glRotatef(-smf->rolloffset, 1, 0, 0);
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if (gl.shadermodel >= 4) glActiveTexture(GL_TEXTURE0);
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if (gl.hasGLSL()) glActiveTexture(GL_TEXTURE0);
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#if 0
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if (gl_light_models)
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@ -814,7 +814,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
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gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, NULL, translation );
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if (gl.shadermodel < 4)
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if (!gl.hasGLSL())
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{
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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