- use a dedicated vertex buffer for rendering the wipes.
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
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6 changed files with 157 additions and 89 deletions
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@ -197,7 +197,6 @@ void gl_LoadExtensions()
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{
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//if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
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//else gl.glslversion = 0;
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gl.glslversion = 1.21f;
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if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
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if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
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