- some adjustments to allow testing the different rendering methods.

This commit is contained in:
Christoph Oelckers 2014-07-26 18:43:54 +02:00
commit 637aa9d77e
3 changed files with 15 additions and 10 deletions

View file

@ -52,6 +52,7 @@ RenderContext gl;
int occlusion_type=0;
CVAR(Bool, gl_persistent_avail, false, CVAR_NOSET);
//==========================================================================
//
@ -132,7 +133,11 @@ void gl_LoadExtensions()
if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
if (CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
if (CheckExtension("GL_ARB_buffer_storage") && !Args->CheckParm("-nopersistentbuffers"))
{
gl.flags |= RFL_BUFFER_STORAGE; // the cmdline option is for testing the fallback implementation on newer hardware.
gl_persistent_avail = true;
}
if (CheckExtension("GL_ARB_separate_shader_objects")) gl.flags |= RFL_SEPARATE_SHADER_OBJECTS;
if (!CheckExtension("GL_ARB_compatibility")) gl.flags |= RFL_COREPROFILE;