- use the light buffer to handle dynamic lighting.

This commit is contained in:
Christoph Oelckers 2014-08-01 20:59:39 +02:00
commit 7967082e60
17 changed files with 189 additions and 192 deletions

View file

@ -133,6 +133,7 @@ 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_shader_storage_buffer_object")) gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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.
@ -178,6 +179,10 @@ void gl_PrintStartupLog()
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
Printf ("Max. uniform block size: %d\n", v);
gl.maxuniformblock = v;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
Printf ("Uniform block alignment: %d\n", v);
gl.uniformblockalignment = v;
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
Printf ("Max. varying: %d\n", v);
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);