applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements.
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@@ -82,6 +82,7 @@ extern "C"
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#include "RAS_MeshObject.h"
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#include "RAS_OpenGLRasterizer.h"
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#include "RAS_VAOpenGLRasterizer.h"
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#include "RAS_ListRasterizer.h"
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#include "RAS_GLExtensionManager.h"
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#include "KX_PythonInit.h"
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#include "KX_PyConstraintBinding.h"
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@@ -494,7 +495,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
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bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
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bool useVertexArrays = SYS_GetCommandLineInt(syshandle,"vertexarrays",1) != 0;
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bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", G.fileflags & G_FILE_DIAPLAY_LISTS) != 0);
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#ifdef GL_ARB_multitexture
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int gameflag =(G.fileflags & G_FILE_GAME_MAT);
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// ----------------------------------
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@@ -521,8 +522,10 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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m_rendertools = new GPC_RenderTools();
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if (!m_rendertools)
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goto initFailed;
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if (useVertexArrays && bgl::QueryVersion(1, 1))
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if(useLists)
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m_rasterizer = new RAS_ListRasterizer(m_canvas);
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else if (useVertexArrays && bgl::QueryVersion(1, 1))
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m_rasterizer = new RAS_VAOpenGLRasterizer(m_canvas);
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else
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m_rasterizer = new RAS_OpenGLRasterizer(m_canvas);
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