]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
Experimental restoration of GLES2 support. It *might* compile.
[xonotic/darkplaces.git] / gl_backend.c
index c8ef04a1ad1ce326eff2cc5469217d0469052ad7..f5317e01964471ef627f710991eca84f1b57cf25 100644 (file)
@@ -264,11 +264,13 @@ static void gl_backend_start(void)
 
        switch(vid.renderpath)
        {
+#ifndef USE_GLES2
        case RENDERPATH_GL32:
                // GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder
                qglGenVertexArrays(1, &gl_state.defaultvao);
                qglBindVertexArray(gl_state.defaultvao);
                // fall through
+#endif //USE_GLES2
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
                CHECKGLERROR
@@ -1102,6 +1104,7 @@ static void GL_Backend_ResetState(void)
        case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // set up debug output early
+#ifdef DEBUGGL
                if (vid.support.arb_debug_output)
                {
                        GLuint unused = 0;
@@ -1120,6 +1123,7 @@ static void GL_Backend_ResetState(void)
                                qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
                        qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
                }
+#endif //DEBUGGL
                CHECKGLERROR
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
                qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
@@ -1496,7 +1500,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
                if (mask & GL_DEPTH_BUFFER_BIT)
                {
 #ifdef USE_GLES2
-                       qglClearDepthf(depthvalue);CHECKGLERROR
+                       //qglClearDepthf(depthvalue);CHECKGLERROR
 #else
                        qglClearDepth(depthvalue);CHECKGLERROR
 #endif