memset(&vid.support, 0, sizeof(vid.support));
Cvar_SetQuick(&gl_info_extensions, "");
- CHECKGLERROR
-
vid.forcevbo = false;
vid.support.arb_depth_texture = true;
vid.support.arb_draw_buffers = vid_d3d9caps.NumSimultaneousRTs > 1;
vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
Con_DPrintf("Using D3D9.0 rendering path - %i texture matrix, %i texture images, %i texcoords, shadowmapping supported%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.maxdrawbuffers > 1 ? ", MRT detected (allows prepass deferred lighting)" : "");
vid.renderpath = RENDERPATH_D3D9;
+ vid.useinterleavedarrays = true;
Cvar_SetQuick(&gl_info_vendor, gl_vendor);
Cvar_SetQuick(&gl_info_renderer, gl_renderer);