implemented r_glsl_usegeneric cvar, this causes generic GLSL shaders to
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 27 Jan 2008 06:28:54 +0000 (06:28 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 27 Jan 2008 06:28:54 +0000 (06:28 +0000)
commit3fe0ee89f506f39375a5abe5c0ff170de037614a
treeae694adb061bcf284e98e83f282ed8516c5dbc22
parenta757d821b12d5ec84cf4d76a9572d9c90ca77324
implemented r_glsl_usegeneric cvar, this causes generic GLSL shaders to
be used in place of ALL conventional fixedfunction rendering, seems to
give about a 3% fps increase on NVIDIA drivers
this should fix zfighting issues involving r_depthfirst or shadows,
particularly on Mac OSX (may also fix the OSX rotating/scrolling hud)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8023 d7cf8633-e32d-0410-b094-e92efae38249
cl_particles.c
cl_screen.c
clvm_cmds.c
gl_draw.c
gl_rmain.c
gl_rsurf.c
r_explosion.c
r_lightning.c
r_shadow.c
r_sky.c
render.h