force shadowmapping when deferred rendering is on
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 20 Dec 2009 06:29:36 +0000 (06:29 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 20 Dec 2009 06:29:36 +0000 (06:29 +0000)
commit91b74e4e0501156eabe0500bcc442c92a2aebb7b
tree8a2d2f031f420454425fd29471774c0132873994
parent05d86cc7ccdeca1b339fa9291d487dcfbd8d27b9
force shadowmapping when deferred rendering is on
reworked lighting code a bit to ensure consistent behavior
fixed multiple bugs with r_ambient, .colormod, r_fullbright,
r_shadow_gloss 2, and other lighting parameters
overhauled GLSL shader to ensure consistency
fixed bug with deferred rendering of polygonoffset on submodels
deferred rendering path now checks for transparent surfaces and uses the
forward rendering path on them

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9594 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
gl_rsurf.c
r_shadow.c
render.h