- moved GLEXT API out of RenderContext struct.

This commit is contained in:
Christoph Oelckers 2013-09-03 18:29:39 +02:00
commit 2885056f46
35 changed files with 384 additions and 353 deletions

View file

@ -57,6 +57,7 @@
#include "p_local.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
@ -266,11 +267,11 @@ void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror)
{
if (gl.shadermodel >= 4)
{
gl.ActiveTexture(GL_TEXTURE7);
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
gl.ActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
@ -441,7 +442,7 @@ void FGLRenderer::RenderScene(int recursion)
{
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (glset.lightmode == 8) gl.VertexAttrib1f(VATTR_LIGHTLEVEL, 1.0f); // Korshun.
if (glset.lightmode == 8) glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0f); // Korshun.
for(int i=GLDL_FIRSTLIGHT; i<=GLDL_LASTLIGHT; i++)
{
gl_drawinfo->drawlists[i].Draw(GLPASS_LIGHT);