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

@ -624,7 +624,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
{
expanded = false;
}
else if (gl.shadermodel > 2)
else if (gl.hasGLSL())
{
if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
{
@ -670,7 +670,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
tex = tx;
tx->gl_info.mExpanded = expanded;
FTexture *basetex = tx->GetRedirect(gl.shadermodel < 4);
FTexture *basetex = tx->GetRedirect(!gl.hasGLSL());
if (!expanded && !basetex->gl_info.mExpanded && basetex->UseType != FTexture::TEX_Sprite)
{
// check if the texture is just a simple redirect to a patch