- some adjustments to allow testing the different rendering methods.
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3 changed files with 15 additions and 10 deletions
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@ -52,6 +52,7 @@ RenderContext gl;
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int occlusion_type=0;
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CVAR(Bool, gl_persistent_avail, false, CVAR_NOSET);
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//==========================================================================
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//
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@ -132,7 +133,11 @@ void gl_LoadExtensions()
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
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if (CheckExtension("GL_ARB_buffer_storage") && !Args->CheckParm("-nopersistentbuffers"))
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{
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gl.flags |= RFL_BUFFER_STORAGE; // the cmdline option is for testing the fallback implementation on newer hardware.
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gl_persistent_avail = true;
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}
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if (CheckExtension("GL_ARB_separate_shader_objects")) gl.flags |= RFL_SEPARATE_SHADER_OBJECTS;
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if (!CheckExtension("GL_ARB_compatibility")) gl.flags |= RFL_COREPROFILE;
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