}
}
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- // Cg has very little choice in depth texture sampling
- if (vid.cgcontext)
- r_shadow_shadowmapsampler = false;
break;
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
GL_CullFace(r_refdef.view.cullface_back);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
break;
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
break;
case RENDERPATH_GL20:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
// NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
case RENDERPATH_GL20:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
CHECKGLERROR
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GLES2:
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
if (usequery)