Made RENDERPATH_GL20 require fbo support and always use it.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 13 Apr 2018 05:20:44 +0000 (05:20 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 13 Apr 2018 05:20:44 +0000 (05:20 +0000)
commit35a210359bf175b1798c62e196116a19b7181006
tree9762baaa640f16e0eb5c807159fa13355e85c14b
parentde5bb2274041bd0ea98dae9a93419104b50b5465
Made RENDERPATH_GL20 require fbo support and always use it.

Implemented R_RenderTarget system for managing fbo and texture requests dynamically, reusing the same ones across frames - this means that the textures are now allocated much smaller and there is better handling of multiple CSQC viewports.

In the short-term this means that vid_samples antialiasing doesn't do anything, it will need to be reimplemented using fbo.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12390 d7cf8633-e32d-0410-b094-e92efae38249
cl_screen.c
client.h
gl_rmain.c
r_textures.h
render.h
vid_shared.c