int fragstrings_count;
const char *vertstrings_list[SHADERPERMUTATION_COUNT];
const char *fragstrings_list[SHADERPERMUTATION_COUNT];
- vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
- fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+ vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
+ fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
vertstrings_count = 0;
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
}
-static matrix4x4_t matrix_attenuationxyz =
+matrix4x4_t matrix_attenuationxyz =
{
{
{0.5, 0.0, 0.0, 0.5},
}
};
-static matrix4x4_t matrix_attenuationz =
+matrix4x4_t matrix_attenuationz =
{
{
{0.0, 0.0, 0.5, 0.5},
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
}
}
- else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
else
r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
return true;
// the light area is visible, set up the scissor rectangle
- GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+ GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
//qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglEnable(GL_SCISSOR_TEST);
c_rt_scissored++;
int renders;
float color[3], color2[3], colorscale, specularscale;
rmeshstate_t m;
- // FIXME: support EF_NODEPTHTEST
+ // FIXME: support MATERIALFLAG_NODEPTHTEST
if (!basetexture)
basetexture = r_texture_white;
if (!bumptexture)
int passes = 0;
if (r_shadow_glsl.integer && r_shadow_program_light[0])
passes++; // GLSL shader path (GFFX5200, Radeon 9500)
- else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+ else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
{
// TODO: add direct pants/shirt rendering
if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
}
FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".rtlights", sizeof (name));
- lightsstring = FS_LoadFile(name, tempmempool, false);
+ lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
if (lightsstring)
{
s = lightsstring;
}
FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
strlcat (name, ".lights", sizeof (name));
- lightsstring = FS_LoadFile(name, tempmempool, false);
+ lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
if (lightsstring)
{
s = lightsstring;
// try to load a .ent file first
FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
strlcat (key, ".ent", sizeof (key));
- data = entfiledata = FS_LoadFile(key, tempmempool, true);
+ data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
// and if that is not found, fall back to the bsp file entity string
if (!data)
data = r_refdef.worldmodel->brush.entities;