BGE: remove calls to GLSL support query (it's always supported)
Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks. Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
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@@ -465,19 +465,9 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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if (always_use_expand_framing)
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sceneconverter->SetAlwaysUseExpandFraming(true);
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bool usemat = false, useglslmat = false;
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sceneconverter->SetMaterials(true);
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if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
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usemat = true;
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if (GPU_glsl_support())
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useglslmat = true;
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else if (gs.matmode == GAME_MAT_GLSL)
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usemat = false;
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if (usemat)
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sceneconverter->SetMaterials(true);
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if (useglslmat && (gs.matmode == GAME_MAT_GLSL))
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if (gs.matmode == GAME_MAT_GLSL)
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sceneconverter->SetGLSLMaterials(true);
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if (scene->gm.flag & GAME_NO_MATERIAL_CACHING)
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sceneconverter->SetCacheMaterials(false);
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@@ -590,13 +590,8 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
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bool restrictAnimFPS = (gm->flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
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if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
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m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
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if (GPU_glsl_support())
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m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
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else if (m_globalSettings->matmode == GAME_MAT_GLSL)
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m_blendermat = false;
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m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
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m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
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// create the canvas, rasterizer and rendertools
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m_canvas = new GPG_Canvas(window);
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@@ -420,14 +420,7 @@ int BL_Texture::GetMaxUnits()
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{
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if (g_max_units < 0) {
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GLint unit = 0;
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if (GPU_glsl_support()) {
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &unit);
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}
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else if (GLEW_ARB_multitexture) {
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
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}
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &unit);
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g_max_units = (MAXTEX >= unit) ? unit : MAXTEX;
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}
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