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Diffstat (limited to 'src/renderergl2/tr_fbo.c')
-rw-r--r--src/renderergl2/tr_fbo.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/renderergl2/tr_fbo.c b/src/renderergl2/tr_fbo.c
index 59b17032..12293766 100644
--- a/src/renderergl2/tr_fbo.c
+++ b/src/renderergl2/tr_fbo.c
@@ -251,7 +251,7 @@ FBO_Init
void FBO_Init(void)
{
int i;
- int hdrFormat, multisample;
+ int hdrFormat, multisample = 0;
ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
@@ -268,7 +268,8 @@ void FBO_Init(void)
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
- qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
+ if (glRefConfig.framebufferMultisample)
+ qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (r_ext_framebuffer_multisample->integer < multisample)
multisample = r_ext_framebuffer_multisample->integer;
@@ -334,6 +335,9 @@ void FBO_Init(void)
for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
+ // FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
+ // This at least gets sun shadows working on older GPUs (Intel)
+ FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}