]> git.xonotic.org Git - xonotic/darkplaces.git/commit
Use the invariant keyword on gl_Position on GLSL 1.20 or higher and GLSL ES
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 6 Aug 2017 15:33:55 +0000 (15:33 +0000)
committerRudolf Polzer <divVerent@xonotic.org>
Fri, 22 Sep 2017 17:23:25 +0000 (19:23 +0200)
commitadf31edb8c49c3f8e9ddd1293ef6b6c7254933bf
treea6532efc6b3c5e07cf18bdec42f10becfb9e4fb7
parent7fecb975a28d5bfcafbc09090c8a604f4761302d
Use the invariant keyword on gl_Position on GLSL 1.20 or higher and GLSL ES
1.00 or higher, this should resolve zfighting between light polygons and
base surfaces.

A long long time ago this was using ftransform() which ensured invariance but use of the invariant keyword was not added when we switched away from that.

Thanks for the bug report:
https://www.reddit.com/r/quake/comments/6rwwm5/need_some_help_getting_quake_running_with/

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12336 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=72ae17123314e96c86e46ffd31426f1ed4a308a1
gl_rmain.c
shader_glsl.h