- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.

- fixed: sky fog was not unset.
This commit is contained in:
Christoph Oelckers 2014-07-15 20:49:21 +02:00
commit b8bcbe819b
17 changed files with 130 additions and 658 deletions

View file

@ -96,7 +96,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mSkyVBO = NULL;
gl_spriteindex = 0;
mShaderManager = NULL;
glpart2 = glpart = gllight = mirrortexture = NULL;
glpart2 = glpart = mirrortexture = NULL;
}
void FGLRenderer::Initialize()
@ -104,7 +104,6 @@ void FGLRenderer::Initialize()
glpart2 = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart2.png"), FTexture::TEX_MiscPatch);
glpart = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart.png"), FTexture::TEX_MiscPatch);
mirrortexture = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/mirror.png"), FTexture::TEX_MiscPatch);
gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch);
mVBO = new FFlatVertexBuffer;
mSkyVBO = new FSkyVertexBuffer;
@ -128,7 +127,6 @@ FGLRenderer::~FGLRenderer()
if (glpart2) delete glpart2;
if (glpart) delete glpart;
if (mirrortexture) delete mirrortexture;
if (gllight) delete gllight;
if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
}