Fix FBO_*() usage when framebuffers are unavailable or undesired.

This commit is contained in:
James Canete 2012-10-28 20:22:13 +00:00
parent c4aa3cf8c0
commit 5cbe7888f8
7 changed files with 43 additions and 36 deletions

View file

@ -815,7 +815,8 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
}
#endif
FBO_Bind(fbo);
if (glRefConfig.framebufferObject)
FBO_Bind(fbo);
// go back to the world modelview matrix
@ -1193,12 +1194,12 @@ const void *RB_DrawSurfs( const void *data ) {
// clear the z buffer, set the modelview, etc
RB_BeginDrawingView ();
if ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
{
qglEnable(GL_DEPTH_CLAMP);
}
if (!(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
{
FBO_t *oldFbo = glState.currentFBO;
@ -1416,7 +1417,7 @@ const void *RB_DrawSurfs( const void *data ) {
SetViewportAndScissor();
}
if ((backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
{
qglDisable(GL_DEPTH_CLAMP);
}
@ -1435,8 +1436,8 @@ const void *RB_DrawSurfs( const void *data ) {
RB_RenderFlares();
}
if (glRefConfig.framebufferObject)
FBO_Bind(NULL);
//if (glRefConfig.framebufferObject)
//FBO_Bind(NULL);
return (const void *)(cmd + 1);
}
@ -1453,6 +1454,9 @@ const void *RB_DrawBuffer( const void *data ) {
cmd = (const drawBufferCommand_t *)data;
if (glRefConfig.framebufferObject)
FBO_Bind(NULL);
qglDrawBuffer( cmd->buffer );
// clear screen for debugging
@ -1564,14 +1568,18 @@ const void *RB_ClearDepth(const void *data)
if (r_showImages->integer)
RB_ShowImages();
if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
if (glRefConfig.framebufferObject)
{
FBO_Bind(tr.screenScratchFbo);
}
else
{
FBO_Bind(tr.renderFbo);
if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
{
FBO_Bind(tr.screenScratchFbo);
}
else
{
FBO_Bind(tr.renderFbo);
}
}
qglClear(GL_DEPTH_BUFFER_BIT);
// if we're doing MSAA, clear the depth texture for the resolve buffer