Implement GPU-side corona fading
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 4 Oct 2014 20:12:51 +0000 (20:12 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 4 Oct 2014 20:12:51 +0000 (20:12 +0000)
commit121152f1632170629122559482a298ea8b3aaf75
treee926c102144998932f43afb3134fe9835b9a2d38
parent45f4690471d588436f2033dc5af008d40d57b36b
Implement GPU-side corona fading

Uses GL_ARB_query_buffer_object to retrieve query results directly into a
buffer. This allows corona fading to be moved into the fragment shader,
preventing a round-trip to the CPU and synchronous rendering. Depending on the
machine's configuration, it can give a dramatic performance boost.

From: Alex Goins <agoins@nvidia.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12094 d7cf8633-e32d-0410-b094-e92efae38249
client.h
dpsoftrast.h
gl_rmain.c
glquake.h
model_brush.h
r_shadow.c
shader_glsl.h
vid.h
vid_sdl.c
vid_shared.c
vid_wgl.c