r_shadow_shadowmappcf = 1;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
break;
- case RENDERPATH_GL13:
- break;
case RENDERPATH_GL11:
- break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
}
case RENDERPATH_GLES2:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
// OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
// these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
case RENDERPATH_GL11:
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
case RENDERPATH_SOFT:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
break;
}
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
r_shadow_usingdeferredprepass = false;
break;
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
// NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
if (usequery)