qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
- vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
- qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
- qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (int *)&vid.texarrayunits);CHECKGLERROR
- vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
- vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
- vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
- Con_DPrint("Using GL3 rendering path\n");
+ vid.texunits = 4;
+ vid.teximageunits = 32;
+ vid.texarrayunits = 10;
vid.renderpath = RENDERPATH_GL32;
vid.sRGBcapable2D = false;
vid.sRGBcapable3D = true;
- Con_DPrintf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1
// enable multisample antialiasing if possible