Fix FBO_*() usage when framebuffers are unavailable or undesired.
This commit is contained in:
parent
c4aa3cf8c0
commit
5cbe7888f8
7 changed files with 43 additions and 36 deletions
|
@ -476,13 +476,13 @@ void RE_RenderScene( const refdef_t *fd ) {
|
|||
}
|
||||
|
||||
/* playing with more shadows */
|
||||
if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
|
||||
if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
|
||||
{
|
||||
R_RenderPshadowMaps(fd);
|
||||
}
|
||||
|
||||
// playing with even more shadows
|
||||
if(!( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
|
||||
if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
|
||||
{
|
||||
R_RenderSunShadowMaps(fd, 0);
|
||||
R_RenderSunShadowMaps(fd, 1);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue