- use the light buffer to handle dynamic lighting.
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parent
01a1e10084
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7967082e60
17 changed files with 189 additions and 192 deletions
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@ -133,6 +133,7 @@ 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_shader_storage_buffer_object")) gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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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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@ -178,6 +179,10 @@ void gl_PrintStartupLog()
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
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Printf ("Max. uniform block size: %d\n", v);
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gl.maxuniformblock = v;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
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Printf ("Uniform block alignment: %d\n", v);
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gl.uniformblockalignment = v;
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
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Printf ("Max. varying: %d\n", v);
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glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);
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