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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@ -59,7 +59,7 @@ CUSTOM_CVAR (Float, vid_contrast, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// when they are actually valid.
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void gl_SetupMenu()
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{
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if (gl.shadermodel < 4)
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if (!gl.hasGLSL())
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{
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// Radial fog and Doom lighting are not available in SM < 4 cards
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// The way they are implemented does not work well on older hardware.
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@ -95,28 +95,4 @@ void gl_SetupMenu()
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if (gl_fogmode == 2) gl_fogmode = 1;
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if (gl_dynlight_shader) gl_dynlight_shader = false;
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}
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if (gl.shadermodel != 3)
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{
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// The shader menu will only be visible on SM3.
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// SM2 won't use shaders unless unavoidable (and then it's automatic) and SM4 will always use shaders.
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// Find the OpenGLOptions menu and remove the item named GLShaderOptions.
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FMenuDescriptor **desc = MenuDescriptors.CheckKey("OpenGLOptions");
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if (desc != NULL && (*desc)->mType == MDESC_OptionsMenu)
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{
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FOptionMenuDescriptor *opt = (FOptionMenuDescriptor *)*desc;
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FName shader = "GLShaderOptions";
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for(unsigned i=0;i<opt->mItems.Size();i++)
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{
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FName nm = opt->mItems[i]->GetAction(NULL);
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if (nm == shader)
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{
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delete opt->mItems[i];
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opt->mItems.Delete(i);
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}
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}
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}
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}
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}
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