OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs.
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0f6f2be155
commit
d11cfc88d5
3 changed files with 8 additions and 6 deletions
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@ -251,7 +251,7 @@ FBO_Init
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void FBO_Init(void)
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{
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int i;
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int hdrFormat, multisample;
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int hdrFormat, multisample = 0;
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ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
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@ -268,7 +268,8 @@ void FBO_Init(void)
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if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
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hdrFormat = GL_RGBA16F_ARB;
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qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
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if (glRefConfig.framebufferMultisample)
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qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
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if (r_ext_framebuffer_multisample->integer < multisample)
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multisample = r_ext_framebuffer_multisample->integer;
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@ -334,6 +335,9 @@ void FBO_Init(void)
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for ( i = 0; i < 4; i++)
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{
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tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
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// FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
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// This at least gets sun shadows working on older GPUs (Intel)
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FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
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FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
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R_CheckFBO(tr.sunShadowFbo[i]);
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}
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