- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
- fixed: sky fog was not unset.
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fb6b4238ed
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17 changed files with 130 additions and 658 deletions
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@ -96,7 +96,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mSkyVBO = NULL;
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gl_spriteindex = 0;
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mShaderManager = NULL;
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glpart2 = glpart = gllight = mirrortexture = NULL;
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glpart2 = glpart = mirrortexture = NULL;
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}
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void FGLRenderer::Initialize()
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@ -104,7 +104,6 @@ void FGLRenderer::Initialize()
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glpart2 = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart2.png"), FTexture::TEX_MiscPatch);
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glpart = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/glpart.png"), FTexture::TEX_MiscPatch);
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mirrortexture = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/mirror.png"), FTexture::TEX_MiscPatch);
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gllight = FTexture::CreateTexture(Wads.GetNumForFullName("glstuff/gllight.png"), FTexture::TEX_MiscPatch);
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mVBO = new FFlatVertexBuffer;
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mSkyVBO = new FSkyVertexBuffer;
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@ -128,7 +127,6 @@ FGLRenderer::~FGLRenderer()
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if (glpart2) delete glpart2;
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if (glpart) delete glpart;
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if (mirrortexture) delete mirrortexture;
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if (gllight) delete gllight;
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if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
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}
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