removed all GL 2.x code.

After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
This commit is contained in:
Christoph Oelckers 2014-06-21 15:50:32 +02:00
commit 2925c96b59
24 changed files with 310 additions and 809 deletions

View file

@ -127,17 +127,13 @@ void gl_LoadExtensions()
else Printf("Emulating OpenGL v %s\n", version);
// Don't even start if it's lower than 1.3
if (strcmp(version, "2.0") < 0)
// Don't even start if it's lower than 3.0
if (strcmp(version, "3.0") < 0)
{
I_FatalError("Unsupported OpenGL version.\nAt least GL 2.0 is required to run " GAMENAME ".\n");
I_FatalError("Unsupported OpenGL version.\nAt least GL 3.0 is required to run " GAMENAME ".\n");
}
gl.version = strtod(version, NULL);
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL);
if (gl.version < 3.f) gl.glslversion = 0.f;
// This loads any function pointers and flags that require a vaild render context to
// initialize properly
gl.vendorstring=(char*)glGetString(GL_VENDOR);
@ -148,11 +144,6 @@ void gl_LoadExtensions()
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (gl.version >= 3.f)
{
gl.flags|=RFL_FRAMEBUFFER;
}
}
//==========================================================================
@ -176,7 +167,7 @@ void gl_PrintStartupLog()
Printf ("Max. texture units: %d\n", v);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
Printf ("Max. fragment uniforms: %d\n", v);
if (gl.hasGLSL()) gl.maxuniforms = v;
gl.maxuniforms = v;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
Printf ("Max. vertex uniforms: %d\n", v);
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);