- force render buffers to be active.
For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
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12 changed files with 32 additions and 109 deletions
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@ -238,21 +238,13 @@ uint32_t OpenGLFrameBuffer::GetCaps()
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// describe our basic feature set
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ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
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RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL;
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RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
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if (r_drawvoxels)
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FlagSet |= RFF_VOXELS;
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if (!RenderBuffersEnabled())
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{
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// truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible
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FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP;
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}
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else
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{
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if (gl_tonemap != 5) // not running palette tonemap shader
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FlagSet |= RFF_TRUECOLOR;
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FlagSet |= RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
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}
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if (gl_tonemap != 5) // not running palette tonemap shader
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FlagSet |= RFF_TRUECOLOR;
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return (uint32_t)FlagSet;
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}
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@ -393,11 +385,6 @@ void OpenGLFrameBuffer::BlurScene(float amount)
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GLRenderer->BlurScene(amount);
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}
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bool OpenGLFrameBuffer::RenderBuffersEnabled()
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{
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return FGLRenderBuffers::IsEnabled();
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}
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void OpenGLFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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Super::SetViewportRects(bounds);
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