significant cleanup of reliefmapping shader, now uses step() function
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 19 Apr 2007 12:50:45 +0000 (12:50 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 19 Apr 2007 12:50:45 +0000 (12:50 +0000)
commitaedfdd0cff82513661894fbf7c696f5922171d85
tree9600d20a4cd5274100d6e1ce0b56a42ae8bec03d
parent3ae5a27bc289ce5c7be2955c2865239317db0295
significant cleanup of reliefmapping shader, now uses step() function
instead of if's, this might improve compatibility with ATI cards, but
not sure, in any case I improved the stepping math a little bit which
saves some time, minor fps improvement on reliefmapping compared to
before

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7142 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c