- add shader patching to allow running the engine with GLSL 1.2.

- made some initial preparations for the shader-less fallback path.
This commit is contained in:
Christoph Oelckers 2016-04-26 15:01:23 +02:00
commit f066457a48
8 changed files with 108 additions and 26 deletions

View file

@ -138,10 +138,21 @@ void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offs
// this will only get called if we can't acquire a persistently mapped buffer.
#ifndef CORE_PROFILE
glBegin(primtype);
for (unsigned int i = 0; i < count; i++)
if (gl.compatibility > CMPT_GL2)
{
glVertexAttrib2fv(VATTR_TEXCOORD, &map[offset + i].u);
glVertexAttrib3fv(VATTR_VERTEX, &map[offset + i].x);
for (unsigned int i = 0; i < count; i++)
{
glVertexAttrib2fv(VATTR_TEXCOORD, &map[offset + i].u);
glVertexAttrib3fv(VATTR_VERTEX, &map[offset + i].x);
}
}
else // no shader means no vertex attributes, so use the old stuff instead.
{
for (unsigned int i = 0; i < count; i++)
{
glTexCoord2fv(&map[offset + i].u);
glVertex3fv(&map[offset + i].x);
}
}
glEnd();
#endif