GL20 path now uses same shader as GLES2 (albeit with the precision
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 9 Feb 2011 08:27:05 +0000 (08:27 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 9 Feb 2011 08:27:05 +0000 (08:27 +0000)
commit9519b5437c5e5d7aa01d822af4b2ac24d396b92e
tree958f67cac6acd5b115ff610f193737e7a024bb28
parent398205491d2f2dde2351cf7341c120d12eeace5e
GL20 path now uses same shader as GLES2 (albeit with the precision
modifiers disabled), this means vertex attrib arrays instead of the
legacy pointers...  one side effect is that colors are no longer clamped

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10835 d7cf8633-e32d-0410-b094-e92efae38249
cl_particles.c
dpsoftrast.h
gl_backend.c
gl_backend.h
gl_draw.c
gl_rmain.c
gl_rsurf.c
r_shadow.c