X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=radiant%2Frenderstate.cpp;h=a667f625cbc3d247e70b70cfadd670b8f1bbece2;hb=194f81c25d91995457d19fce3042c6cb2d1ff474;hp=fa4fa1a358a0ccaf07a23a48765d4a2f8ea91b74;hpb=957d2ffe8155ea5afa18055949ded3e6038de248;p=xonotic%2Fnetradiant.git diff --git a/radiant/renderstate.cpp b/radiant/renderstate.cpp index fa4fa1a3..a667f625 100644 --- a/radiant/renderstate.cpp +++ b/radiant/renderstate.cpp @@ -224,10 +224,10 @@ void create(){ // create shader { StringOutputStream filename( 256 ); - filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl"; + filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glsl"; createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB ); filename.clear(); - filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl"; + filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glsl"; createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB ); } @@ -333,10 +333,10 @@ void create(){ // create shader { StringOutputStream filename( 256 ); - filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl"; + filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glsl"; createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB ); filename.clear(); - filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl"; + filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glsl"; createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB ); } @@ -407,13 +407,13 @@ void create(){ glGenProgramsARB( 1, &m_vertex_program ); glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program ); StringOutputStream filename( 256 ); - filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp"; + filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glp"; createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB ); glGenProgramsARB( 1, &m_fragment_program ); glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program ); filename.clear(); - filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp"; + filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glp"; createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB ); } @@ -509,13 +509,13 @@ void create(){ glGenProgramsARB( 1, &m_vertex_program ); glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program ); StringOutputStream filename( 256 ); - filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glp"; + filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glp"; createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB ); glGenProgramsARB( 1, &m_fragment_program ); glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program ); filename.clear(); - filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glp"; + filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glp"; createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB ); } @@ -590,13 +590,13 @@ void createVertexProgram(){ glGenProgramsNV( 1, &m_vertex_program ); glBindProgramNV( GL_VERTEX_PROGRAM_NV, m_vertex_program ); StringOutputStream filename( 256 ); - filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.nv30"; + filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.nv30"; createProgram( m_vertex_program, filename.c_str(), GL_VERTEX_PROGRAM_NV ); glGenProgramsNV( 1, &m_fragment_program ); glBindProgramNV( GL_FRAGMENT_PROGRAM_NV, m_fragment_program ); filename.clear(); - filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.nv30"; + filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.nv30"; createProgram( m_fragment_program, filename.c_str(), GL_FRAGMENT_PROGRAM_NV ); } @@ -2150,13 +2150,15 @@ void OpenGLShader::construct( const char* name ){ break; case '$': - { - OpenGLStateMap::iterator i = g_openglStates->find( name ); - if ( i != g_openglStates->end() ) { - state = ( *i ).second; - break; + { + OpenGLStateMap::iterator i = g_openglStates->find( name ); + if ( i != g_openglStates->end() ) + { + state = ( *i ).second; + break; + } } - } + if ( string_equal( name + 1, "POINT" ) ) { state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE; state.m_sort = OpenGLState::eSortControlFirst;