Fixed: #946 Add a check for GL_ARB_texture_rectangle

This commit is contained in:
kervala 2010-05-29 18:12:27 +02:00
parent 40a25d55c2
commit 30bb2c72d1
4 changed files with 18 additions and 131 deletions

View file

@ -315,8 +315,6 @@ CDriverGL::CDriverGL()
for(i=0;i<MaxLight;i++)
_LightDirty[i]= false;
_CurrentGlNormalize= false;
_ForceNormalize= false;
@ -747,7 +745,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
return false;
}
/* After determining a compatible pixel format, the next step is to create a pbuffer of the
chosen format. Fortunately this step is fairly easy, as you merely select one of the formats
returned in the list in step #2 and call the function: */
@ -1273,7 +1270,7 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
_UserLightEnable[i]= false;
// init _DriverGLStates
_DriverGLStates.init(_Extensions.ARBTextureCubeMap, (_Extensions.NVTextureRectangle || _Extensions.EXTTextureRectangle), _MaxDriverLight);
_DriverGLStates.init(_Extensions.ARBTextureCubeMap, (_Extensions.NVTextureRectangle || _Extensions.EXTTextureRectangle || _Extensions.ARBTextureRectangle), _MaxDriverLight);
// Init OpenGL/Driver defaults.
@ -1294,7 +1291,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
glDisable(GL_NORMALIZE);
glDisable(GL_COLOR_SUM_EXT);
_CurrViewport.init(0.f, 0.f, 1.f, 1.f);
_CurrScissor.initFullScreen();
_CurrentGlNormalize= false;
@ -1434,8 +1430,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
params[0]=0; params[1]=0; params[2]=0; params[3]=1;
glTexGenfv(GL_Q, GL_OBJECT_PLANE, params);
glTexGenfv(GL_Q, GL_EYE_PLANE, params);
}
resetTextureShaders();
@ -1449,7 +1443,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
// use enableLighting(0....), to get normal behaviour
_DriverGLStates.enableLight(0, true);
_Initialized = true;
_ForceDXTCCompression= false;
@ -1473,7 +1466,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
_EVSNormalHandle = nglBindParameterEXT(GL_CURRENT_NORMAL);
_EVSColorHandle = nglBindParameterEXT(GL_CURRENT_COLOR);
if (!_EVSPositionHandle || !_EVSNormalHandle || !_EVSColorHandle)
{
nlwarning("Unable to bind input parameters for use with EXT_vertex_shader, vertex program support is disabled");
@ -1485,8 +1477,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
for(uint k = 0; k < 8; ++k)
{
_EVSTexHandle[k] = nglBindTextureUnitParameterEXT(GL_TEXTURE0_ARB + k, GL_CURRENT_TEXTURE_COORDS);
}
// Other attributes are managed using variant pointers :
// Secondary color
@ -1498,8 +1488,6 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
// Allocate invariants. One assitionnal variant is needed for fog coordinate if fog bug is not fixed in driver version
_EVSConstantHandle = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_INVARIANT_EXT, GL_FULL_RANGE_EXT, _EVSNumConstant + (_ATIFogRangeFixed ? 0 : 1));
if (_EVSConstantHandle == 0)
{
nlwarning("Unable to allocate constants for EXT_vertex_shader, vertex program support is disabled");
@ -1827,8 +1815,6 @@ bool CDriverGL::activate()
if (nctx != NULL && nctx!=ctx)
{
glXMakeCurrent(dpy, win,ctx);
}
#endif // NL_OS_WINDOWS
return true;
@ -1860,11 +1846,8 @@ bool CDriverGL::clear2D(CRGBA rgba)
H_AUTO_OGL(CDriverGL_clear2D)
glClearColor((float)rgba.R/255.0f,(float)rgba.G/255.0f,(float)rgba.B/255.0f,(float)rgba.A/255.0f);
glClear(GL_COLOR_BUFFER_BIT);
return true;
}
@ -1875,12 +1858,9 @@ bool CDriverGL::clearZBuffer(float zval)
H_AUTO_OGL(CDriverGL_clearZBuffer)
glClearDepth(zval);
_DriverGLStates.enableZWrite(true);
glClear(GL_DEPTH_BUFFER_BIT);
return true;
}
@ -1891,10 +1871,8 @@ bool CDriverGL::clearStencilBuffer(float stencilval)
H_AUTO_OGL(CDriverGL_clearStencilBuffer)
glClearStencil((int)stencilval);
glClear(GL_STENCIL_BUFFER_BIT);
return true;
}
@ -1904,8 +1882,6 @@ void CDriverGL::setColorMask (bool bRed, bool bGreen, bool bBlue, bool bAlpha)
{
H_AUTO_OGL(CDriverGL_setColorMask )
glColorMask (bRed, bGreen, bBlue, bAlpha);
}
// --------------------------------------------------
@ -1995,17 +1971,12 @@ bool CDriverGL::swapBuffers()
if (_VRAMVertexArrayRange) _VRAMVertexArrayRange->updateLostBuffers();
}
#ifdef NL_OS_WINDOWS
SwapBuffers(_hDC);
#else // NL_OS_WINDOWS
glXSwapBuffers(dpy, win);
#endif // NL_OS_WINDOWS
// Activate the default texture environnments for all stages.
//===========================================================
// This is not a requirement, but it ensure a more stable state each frame.
@ -2024,7 +1995,6 @@ bool CDriverGL::swapBuffers()
forceActivateTexEnvColor(stage, env);
}
// Activate the default material.
//===========================================================
// Same reasoning as textures :)
@ -2032,8 +2002,6 @@ bool CDriverGL::swapBuffers()
if (_NVTextureShaderEnabled)
{
glDisable(GL_TEXTURE_SHADER_NV);
_NVTextureShaderEnabled = false;
}
_CurrentMaterial= NULL;
@ -2086,8 +2054,6 @@ bool CDriverGL::release()
// Reset VertexArrayRange.
resetVertexArrayRange();
// delete containers
delete _AGPVertexArrayRange;
delete _VRAMVertexArrayRange;
@ -2674,8 +2640,6 @@ bool CDriverGL::fillBuffer (CBitmap &bitmap)
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glDrawPixels (rect.Width, rect.Height, GL_RGBA, GL_UNSIGNED_BYTE, &(bitmap.getPixels()[0]) );
return true;
}
@ -2747,8 +2711,6 @@ void CDriverGL::setPolygonMode (TPolygonMode mode)
glPolygonMode (GL_FRONT_AND_BACK, GL_POINT);
break;
}
}
@ -2798,8 +2760,6 @@ void CDriverGL::setupFog(float start, float end, CRGBA color)
}
_FogStart = start;
_FogEnd = end;
}
@ -2950,8 +2910,6 @@ void CDriverGL::setMatrix2DForTextureOffsetAddrMode(const uint stage, const floa
nlassert(stage < inlGetNumTextStages() );
_DriverGLStates.activeTextureARB(stage);
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat);
}
@ -2972,8 +2930,6 @@ void CDriverGL::enableNVTextureShader(bool enabled)
glDisable(GL_TEXTURE_SHADER_NV);
}
_NVTextureShaderEnabled = enabled;
}
}
@ -3127,6 +3083,7 @@ bool CDriverGL::supportBlendConstantColor() const
H_AUTO_OGL(CDriverGL_supportBlendConstantColor)
return _Extensions.EXTBlendColor;
}
// ***************************************************************************
void CDriverGL::setBlendConstantColor(NLMISC::CRGBA col)
{
@ -3140,9 +3097,8 @@ void CDriverGL::setBlendConstantColor(NLMISC::CRGBA col)
return;
static const float OO255= 1.0f/255;
nglBlendColorEXT(col.R*OO255, col.G*OO255, col.B*OO255, col.A*OO255);
}
// ***************************************************************************
NLMISC::CRGBA CDriverGL::getBlendConstantColor() const
{
@ -3169,11 +3125,8 @@ void CDriverGL::refreshProjMatrixFromGL()
glGetFloatv(GL_PROJECTION_MATRIX, mat);
_GLProjMat.set(mat);
_ProjMatDirty = false;
}
// ***************************************************************************
bool CDriverGL::setMonitorColorProperties (const CMonitorColorProperties &properties)
{
@ -3273,7 +3226,6 @@ void CDriverGL::initEMBM()
{
H_AUTO_OGL(CDriverGL_initEMBM)
if (supportEMBM())
{
std::fill(_StageSupportEMBM, _StageSupportEMBM + IDRV_MAT_MAXTEXTURES, false);
@ -3741,7 +3693,6 @@ void CDriverGL::enablePolygonSmoothing(bool smooth)
else
glDisable(GL_POLYGON_SMOOTH);
_PolygonSmooth= smooth;
}
@ -3756,7 +3707,6 @@ bool CDriverGL::isPolygonSmoothingEnabled() const
// ***************************************************************************
void CDriverGL::startProfileVBHardLock()
{
if(_VBHardProfiling)
return;
@ -3771,7 +3721,6 @@ void CDriverGL::startProfileVBHardLock()
// ***************************************************************************
void CDriverGL::endProfileVBHardLock(vector<std::string> &result)
{
if(!_VBHardProfiling)
return;
@ -3810,7 +3759,6 @@ void CDriverGL::endProfileVBHardLock(vector<std::string> &result)
// ***************************************************************************
void CDriverGL::appendVBHardLockProfile(NLMISC::TTicks time, CVertexBuffer *vb)
{
// must allocate a new place?
if(_CurVBHardLockCount>=_VBHardProfiles.size())
{
@ -3854,7 +3802,6 @@ void CDriverGL::profileIBAllocation(std::vector<std::string> &/* result */)
// ***************************************************************************
void CDriverGL::profileVBHardAllocation(std::vector<std::string> &result)
{
result.clear();
result.reserve(1000);
result.push_back(toString("Memory Allocated: %4d Ko in AGP / %4d Ko in VRAM",
@ -4074,7 +4021,6 @@ bool CDriverGL::activeShader(CShader * /* shd */)
void CDriverGL::startBench (bool wantStandardDeviation, bool quick, bool reset)
{
CHTimer::startBench (wantStandardDeviation, quick, reset);
}
@ -4082,7 +4028,6 @@ void CDriverGL::startBench (bool wantStandardDeviation, bool quick, bool reset)
void CDriverGL::endBench ()
{
CHTimer::endBench ();
}
@ -4090,7 +4035,6 @@ void CDriverGL::endBench ()
void CDriverGL::displayBench (class NLMISC::CLog *log)
{
// diplay
CHTimer::displayHierarchicalByExecutionPathSorted(log, CHTimer::TotalTime, true, 48, 2);
CHTimer::displayHierarchical(log, true, 48, 2);
@ -4113,7 +4057,7 @@ void CDriverGL::checkTextureOn() const
// tmp for debug
CDriverGLStates &dgs = const_cast<CDriverGLStates &>(_DriverGLStates);
uint currTexStage = dgs.getActiveTextureARB();
for(uint k = 0; k < getNbTextureStages(); ++k)
for(uint k = 0; k < this->getNbTextureStages(); ++k)
{
dgs.activeTextureARB(k);
GLboolean flag2D;
@ -4158,8 +4102,7 @@ bool CDriverGL::supportOcclusionQuery() const
bool CDriverGL::supportTextureRectangle() const
{
H_AUTO_OGL(CDriverGL_supportTextureRectangle)
return (_Extensions.NVTextureRectangle ||
_Extensions.EXTTextureRectangle);
return (_Extensions.NVTextureRectangle || _Extensions.EXTTextureRectangle || _Extensions.ARBTextureRectangle);
}
// ***************************************************************************

View file

@ -1151,6 +1151,14 @@ static bool setupEXTTextureRectangle(const char *glext)
return true;
}
// ***************************************************************************
static bool setupARBTextureRectangle(const char *glext)
{
H_AUTO_OGL(setupARBTextureRectangle);
CHECK_EXT("GL_ARB_texture_rectangle");
return true;
}
// ***************************************************************************
static bool setupFrameBufferObject(const char *glext)
{
@ -1322,6 +1330,9 @@ void registerGlExtensions(CGlExtensions &ext)
// Check GL_EXT_texture_rectangle
ext.EXTTextureRectangle = setupEXTTextureRectangle(glext);
// Check GL_ARB_texture_rectangle
ext.ARBTextureRectangle = setupARBTextureRectangle(glext);
// Check GL_EXT_framebuffer_object
ext.FrameBufferObject = setupFrameBufferObject(glext);

View file

@ -71,6 +71,7 @@ struct CGlExtensions
bool NVOcclusionQuery;
bool NVTextureRectangle;
bool EXTTextureRectangle;
bool ARBTextureRectangle;
bool FrameBufferObject;
bool PackedDepthStencil;
// true if NVVertexProgram and if we know that VP is emulated
@ -183,6 +184,7 @@ public:
result += ATIEnvMapBumpMap ? "ATIEnvMapBumpMap " : "";
result += NVTextureRectangle ? "NVTextureRectangle " : "";
result += EXTTextureRectangle ? "EXTTextureRectangle " : "";
result += ARBTextureRectangle ? "ARBTextureRectangle " : "";
result += ARBTextureNonPowerOfTwo ? "ARBTextureNonPowerOfTwo " : "";
result += "texture stages(*) = ";
result += NLMISC::toString(NbTextureStages);

View file

@ -97,7 +97,6 @@ static inline void convTexAddr(ITexture *tex, CMaterial::TTexAddressingMode mode
GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV, GL_DOT_PRODUCT_DEPTH_REPLACE_NV
};
if (!tex || !tex->isTextureCube())
{
glenum = glTex2dAddrModesNV[(uint) mode];
@ -165,7 +164,6 @@ void CDriverGL::setupUserTextureMatrix(uint numStages, CMaterial& mat)
{
glMatrixMode(GL_TEXTURE);
// for each stage, setup the texture matrix if needed
uint newMask = (mat.getFlags() & IDRV_MAT_USER_TEX_MAT_ALL) >> IDRV_MAT_USER_TEX_FIRST_BIT;
uint shiftMask = 1;
@ -176,7 +174,6 @@ void CDriverGL::setupUserTextureMatrix(uint numStages, CMaterial& mat)
_DriverGLStates.activeTextureARB(k);
glLoadMatrixf(mat.getUserTexMat(k).get());
_UserTexMatEnabled |= shiftMask;
}
else
@ -189,15 +186,12 @@ void CDriverGL::setupUserTextureMatrix(uint numStages, CMaterial& mat)
_DriverGLStates.activeTextureARB(k);
glLoadIdentity();
_UserTexMatEnabled &= ~shiftMask;
}
}
shiftMask <<= 1;
}
glMatrixMode(GL_MODELVIEW);
}
}
@ -208,7 +202,6 @@ void CDriverGL::disableUserTextureMatrix()
{
glMatrixMode(GL_TEXTURE);
uint k = 0;
do
{
@ -217,16 +210,12 @@ void CDriverGL::disableUserTextureMatrix()
_DriverGLStates.activeTextureARB(k);
glLoadIdentity();
_UserTexMatEnabled &= ~ (1 << k);
}
++k;
}
while (_UserTexMatEnabled != 0);
glMatrixMode(GL_MODELVIEW);
}
}
@ -259,7 +248,6 @@ void CDriverGL::setTextureShaders(const uint8 *addressingModes, const CSmartPtr<
convTexAddr(textures[stage], (CMaterial::TTexAddressingMode) addressingModes[stage], glAddrMode);
if (glAddrMode != _CurrentTexAddrMode[stage]) // addressing mode different from the one in the device?
{
_DriverGLStates.activeTextureARB(stage);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, glAddrMode);
@ -404,7 +392,6 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
if (mat.getTexture(stage))
}*/
// Activate the textures.
// Do not do it for Lightmap and per pixel lighting , because done in multipass in a very special fashion.
// This avoid the useless multiple change of texture states per lightmapped object.
@ -490,16 +477,13 @@ bool CDriverGL::setupMaterial(CMaterial& mat)
}
else
{
// Color unlit part.
CRGBA col= mat.getColor();
glColor4ub(col.R, col.G, col.B, col.A);
_DriverGLStates.setVertexColorLighted(false);
}
// Fog Part.
//=================
@ -745,7 +729,6 @@ void CDriverGL::setupLightMapPass(uint pass)
static uint32 packedColorGrey= CRGBA(128,128,128,128).getPacked();
static GLfloat glcolGrey[4]= {0.5f,0.5f,0.5f,1.f};
// No lightmap or all blacks??, just setup "black texture" for stage 0.
if(_NLightMaps==0)
{
@ -760,7 +743,6 @@ void CDriverGL::setupLightMapPass(uint pass)
// setup color to 0 => blackness. in emissive cause texture can still be lighted by dynamic light
_DriverGLStates.setEmissive(packedColorBlack, glcolBlack);
// Setup gen tex off
_DriverGLStates.activeTextureARB(0);
_DriverGLStates.setTexGenMode(0, 0);
@ -900,8 +882,6 @@ void CDriverGL::setupLightMapPass(uint pass)
// Arg3.
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR);
}
else
{
@ -920,8 +900,6 @@ void CDriverGL::setupLightMapPass(uint pass)
// Arg2.
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT );
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
}
}
}
@ -965,8 +943,6 @@ void CDriverGL::setupLightMapPass(uint pass)
{
// Multiply x 2
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2);
}
}
}
@ -988,8 +964,6 @@ void CDriverGL::setupLightMapPass(uint pass)
{
static GLfloat blackFog[4]= {0,0,0,0};
glFogfv(GL_FOG_COLOR, blackFog);
}
// Blend is different if the material is blended or not
@ -1051,8 +1025,6 @@ void CDriverGL::setupLightMapPass(uint pass)
// no need to reset for pass after 1, since same than prec pass (black)!
else if(pass==1)
_DriverGLStates.setDiffuse(packedColorBlack, glcolBlack);
}
// ***************************************************************************
void CDriverGL::endLightMapMultiPass()
@ -1081,8 +1053,6 @@ void CDriverGL::endLightMapMultiPass()
{
_DriverGLStates.activeTextureARB(i);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1);
}
}
}
@ -1180,8 +1150,6 @@ void CDriverGL::setupSpecularEnd()
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
// ***************************************************************************
@ -1286,8 +1254,6 @@ void CDriverGL::setupSpecularPass(uint pass)
// Arg3.
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO );
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA);
}
}
else if (_Extensions.ATITextureEnvCombine3)
@ -1340,8 +1306,6 @@ void CDriverGL::setupSpecularPass(uint pass)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO );
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
}
}
else
{ // We have to do it in 2 passes
@ -1390,8 +1354,6 @@ void CDriverGL::setupSpecularPass(uint pass)
activateTexEnvMode(1, env);
}
}
}
// ***************************************************************************
void CDriverGL::endSpecularMultiPass()
@ -1470,14 +1432,12 @@ CTextureCube *CDriverGL::getSpecularCubeMap(uint exp)
_SpecularTextureCubes.resize(MaxExponent);
}
NLMISC::clamp(exp, 1u, (MaxExponent - 1));
uint cubeMapIndex = expToCubeMap[exp];
nlassert(cubeMapIndex < numCubeMap);
if (_SpecularTextureCubes[cubeMapIndex] != NULL) // has the cube map already been cted ?
{
return _SpecularTextureCubes[cubeMapIndex];
@ -1607,8 +1567,6 @@ void CDriverGL::setupPPLPass(uint pass)
// Arg3 = White (= ~ Black)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR);
}
else // use ATI extension
{
@ -1624,8 +1582,6 @@ void CDriverGL::setupPPLPass(uint pass)
// Arg2 = Primary color (other light diffuse and
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
}
}
activateTexEnvColor(0, _PPLightDiffuseColor);
@ -1678,8 +1634,6 @@ void CDriverGL::setupPPLPass(uint pass)
// Arg3 = 0
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_COLOR);
}
else // ATI EnvCombine3
{
@ -1707,8 +1661,6 @@ void CDriverGL::setupPPLPass(uint pass)
// Arg1 = 0
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_COLOR);
}
}
activateTexEnvColor(2, _PPLightSpecularColor);
@ -1785,8 +1737,6 @@ void CDriverGL::setupPPLNoSpecPass(uint pass)
// Arg3 = White (= ~ Black)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR);
}
else
{
@ -1802,8 +1752,6 @@ void CDriverGL::setupPPLNoSpecPass(uint pass)
// Arg1 = Primary color (other light diffuse and
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
}
}
activateTexEnvColor(0, _PPLightDiffuseColor);
@ -1860,7 +1808,6 @@ inline void CDriverGL::setupCausticsSecondTex(uint stage)
// ***************************************************************************
void CDriverGL::setupCausticsPass(const CMaterial &mat, uint pass)
{
nlassert(mat.getShader() == CMaterial::Caustics);
if (inlGetNumTextStages() == 1 || !_Extensions.ARBTextureCubeMap)
@ -1873,8 +1820,6 @@ void CDriverGL::setupCausticsPass(const CMaterial &mat, uint pass)
nlassert(pass == 0);
setupCausticsFirstTex(mat);
}
else if (inlGetNumTextStages() == 2) /// do in in 2 pass
{
@ -1888,8 +1833,6 @@ void CDriverGL::setupCausticsPass(const CMaterial &mat, uint pass)
/// setup additif blending
_DriverGLStates.enableBlend();
_DriverGLStates.blendFunc(pShader->SrcBlend, pShader->DstBlend);
}
}
}
@ -2002,8 +1945,6 @@ void CDriverGL::setupCloudPass (uint /* pass */)
glEnable(GL_FRAGMENT_SHADER_ATI);
float cst[4] = { 0.f, 0.f, 0.f, mat.getColor().A / 255.f };
nglSetFragmentShaderConstantATI(GL_CON_0_ATI, cst);
/*
_DriverGLStates.activeTextureARB(0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
@ -2188,7 +2129,6 @@ void CDriverGL::setupWaterPassARB(const CMaterial &mat)
nglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ARBWaterShader[(_FogEnabled ? 1 : 0) | (mat.getTexture(3) != NULL ? 2 : 0)]);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
// setup the constant
if (mat.getTexture(0) && mat.getTexture(0)->isBumpMap())
{
@ -2233,7 +2173,6 @@ void CDriverGL::setupWaterPassARB(const CMaterial &mat)
}
}
}
}
@ -2291,14 +2230,10 @@ void CDriverGL::setupWaterPassNV20(const CMaterial &mat)
float factor = tb->getNormalizationFactor();
float tsMatrix[4] = { 0.25f * factor, 0.f, 0.f, 0.25f * factor };
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, tsMatrix);
}
else
{
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, IdentityTexMat);
}
}
tex = mat.getTexture(1);
@ -2314,14 +2249,10 @@ void CDriverGL::setupWaterPassNV20(const CMaterial &mat)
float factor = tb->getNormalizationFactor();
float tsMatrix[4] = { factor, 0.f, 0.f, factor };
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, tsMatrix);
}
else
{
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, IdentityTexMat);
}
}
tex = mat.getTexture(2);