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

@ -80,12 +80,12 @@ CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE);
bool gl_BrightmapsActive()
{
return gl.shadermodel == 4 || (gl.shadermodel == 3 && gl_brightmap_shader);
return gl.hasGLSL();
}
bool gl_GlowActive()
{
return gl.shadermodel == 4 || (gl.shadermodel == 3 && gl_glow_shader);
return gl.hasGLSL();
}
//==========================================================================
@ -125,7 +125,7 @@ CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
{
if (self>2) self=2;
if (self<0) self=0;
if (self == 2 && gl.shadermodel < 4) self = 1;
if (self == 2 && !gl.hasGLSL()) self = 1;
}
CUSTOM_CVAR(Int, gl_lightmode, 3 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
@ -133,7 +133,7 @@ CUSTOM_CVAR(Int, gl_lightmode, 3 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
int newself = self;
if (newself > 4) newself=8; // use 8 for software lighting to avoid conflicts with the bit mask
if (newself < 0) newself=0;
if ((newself == 2 || newself == 8) && gl.shadermodel < 4) newself = 3;
if ((newself == 2 || newself == 8) && !gl.hasGLSL()) newself = 3;
if (self != newself) self = newself;
glset.lightmode = newself;
}