static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
{
- if (!gl_support_arb_vertex_buffer_object)
+ if (!vid.support.arb_vertex_buffer_object)
return;
// element buffer is easy because it's just one array
}
}
- if (!gl_support_arb_vertex_buffer_object)
+ if (!vid.support.arb_vertex_buffer_object)
return;
// element buffer is easy because it's just one array
model->texturepool = R_AllocTexturePool();
lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
- lm_texturesize = bound(lm_borderpixels*2+1, 64, gl_max_texture_size);
+ lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
lightmapnumber = 0;
break;
// if we haven't maxed out the lightmap size yet, we retry the
// entire surface batch...
- if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, gl_max_texture_size))
+ if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
{
lm_texturesize *= 2;
surfaceindex = -1;