- it looks like glProgramUniform is not working correctly with Intel drivers, so better forget about it for setting the view and projection matrices. Even on NVidia the time difference can only be measured in microseconds per frame so it's not a big loss.
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3 changed files with 4 additions and 16 deletions
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@ -131,7 +131,6 @@ 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_separate_shader_objects")) gl.flags |= RFL_SEPARATE_SHADER_OBJECTS;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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