switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
// fetch current fbo here (default fbo is not 0 on some GLES devices)
CHECKGLERROR
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
r_meshbuffer_t *buffer;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
continue;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglFinish();CHECKGLERROR
// D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
m[15] = 1;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
GLuint status;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (fbo)
{
// set up framebuffer object or render targets for the active rendering API
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (gl_state.framebufferobject != fbo)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglColorMask(1, 1, 1, 1);CHECKGLERROR
gl_state.unit = num;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (qglBlendFuncSeparate)
gl_state.depthmask = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
gl_state.depthtest = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (gl_state.depthtest)
gl_state.depthfunc = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
gl_state.depthrange[1] = farfrac;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
#ifdef USE_GLES2
{
switch (vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
gl_state.polygonoffset[1] = depthoffset;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
return;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglCullFace(gl_state.cullface);CHECKGLERROR
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
{
case RENDERPATH_GLES2:
break;
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
// alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
CHECKGLERROR
gl_state.colormask = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
gl_state.color4f[3] = ca;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
break;
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglScissor(x, y,width,height);CHECKGLERROR
gl_state.scissortest = state;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if(gl_state.scissortest)
}
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (mask & GL_COLOR_BUFFER_BIT)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
#ifndef GL_BGRA
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (bufferobject3s)
buffer->size = size;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (!buffer->bufferobject)
qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
return;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
// GL clears the binding if we delete something bound
if (gl_state.uniformbufferobject == buffer->bufferobject)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
{
// the pointer only.
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (pointer)
// that involve a valid bufferobject also supply a texcoord array
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (pointer)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
R_Mesh_TexBind(0, tex);
GL_ActiveTexture(0);CHECKGLERROR
return;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (!tex)
{
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
break;
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
break;