- enable core profile by default on GL 3.x.
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
This commit is contained in:
parent
0f0dc2c852
commit
8f535997f8
5 changed files with 14 additions and 66 deletions
|
|
@ -156,14 +156,6 @@ void gl_LoadExtensions()
|
|||
|
||||
gl.version = strtod(version, NULL) + 0.01f;
|
||||
|
||||
bool iscore = false;
|
||||
if (gl.version >= 3.2)
|
||||
{
|
||||
int v;
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
|
||||
iscore = !!(v & GL_CONTEXT_CORE_PROFILE_BIT);
|
||||
}
|
||||
|
||||
// Don't even start if it's lower than 2.0 or no framebuffers are available
|
||||
if ((gl.version < 2.0 || !CheckExtension("GL_EXT_framebuffer_object")) && gl.version < 3.0)
|
||||
{
|
||||
|
|
@ -186,10 +178,7 @@ void gl_LoadExtensions()
|
|||
if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
|
||||
{
|
||||
gl.lightmethod = LM_DEFERRED;
|
||||
if (iscore)
|
||||
{
|
||||
gl.buffermethod = BM_DEFERRED;
|
||||
}
|
||||
gl.buffermethod = BM_DEFERRED;
|
||||
}
|
||||
|
||||
if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue