OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs.

This commit is contained in:
SmileTheory 2016-02-17 19:49:21 -08:00
parent 0f6f2be155
commit d11cfc88d5
3 changed files with 8 additions and 6 deletions

View file

@ -251,7 +251,7 @@ FBO_Init
void FBO_Init(void)
{
int i;
int hdrFormat, multisample;
int hdrFormat, multisample = 0;
ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
@ -268,7 +268,8 @@ void FBO_Init(void)
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (glRefConfig.framebufferMultisample)
qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (r_ext_framebuffer_multisample->integer < multisample)
multisample = r_ext_framebuffer_multisample->integer;
@ -334,6 +335,9 @@ void FBO_Init(void)
for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
// FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
// This at least gets sun shadows working on older GPUs (Intel)
FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}