diff --git a/build.sh b/build.sh deleted file mode 100755 index 5e1218e0..00000000 --- a/build.sh +++ /dev/null @@ -1,5 +0,0 @@ -#!/bin/sh - -# example: ./build.sh everything togl - -make MAKE_VERBOSE=1 NO_CHROOT=1 -f $1.mak $2 -j$(nproc --all) diff --git a/togl/linuxwin/dxabstract.cpp b/togl/linuxwin/dxabstract.cpp index b6432ae6..87c64f2c 100644 --- a/togl/linuxwin/dxabstract.cpp +++ b/togl/linuxwin/dxabstract.cpp @@ -3762,12 +3762,16 @@ static uint32 CentroidMaskFromName( bool bPixelShader, const char *pName ) static int ShadowDepthSamplerMaskFromName( const char *pName ) { if ( !pName ) - return 0; - + return 0; + if ( V_stristr( pName, "water_ps" ) ) { return (1<<7); } + else if ( V_stristr( pName, "skin_ps" ) ) + { + return (1<<4); + } else if ( V_stristr( pName, "infected_ps" ) ) { return (1<<1); @@ -3794,7 +3798,7 @@ static int ShadowDepthSamplerMaskFromName( const char *pName ) } else if ( V_stristr( pName, "worldtwotextureblend_ps" ) ) { - return (1<<7); + return (1<<2); } else if ( V_stristr( pName, "teeth_flashlight_ps" ) ) { @@ -3811,27 +3815,27 @@ static int ShadowDepthSamplerMaskFromName( const char *pName ) else if ( V_stristr( pName, "deferred_global_light_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "global_lit_simple_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "lightshafts_ps" ) ) { return (1<<1); - } + } else if ( V_stristr( pName, "multiblend_combined_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "multiblend_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "customhero_ps" ) ) { return (1<<14); - } + } // This shader doesn't have a shadow depth map sampler return 0; diff --git a/togles/linuxwin/dxabstract.cpp b/togles/linuxwin/dxabstract.cpp index a1b17a69..dbe485f0 100644 --- a/togles/linuxwin/dxabstract.cpp +++ b/togles/linuxwin/dxabstract.cpp @@ -3763,15 +3763,15 @@ static uint32 CentroidMaskFromName( bool bPixelShader, const char *pName ) static int ShadowDepthSamplerMaskFromName( const char *pName ) { if ( !pName ) - return 0; - + return 0; + if ( V_stristr( pName, "water_ps" ) ) { return (1<<7); } else if ( V_stristr( pName, "skin_ps" ) ) { - return (1<<4) | (1<<6); + return (1<<4); } else if ( V_stristr( pName, "infected_ps" ) ) { @@ -3816,27 +3816,27 @@ static int ShadowDepthSamplerMaskFromName( const char *pName ) else if ( V_stristr( pName, "deferred_global_light_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "global_lit_simple_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "lightshafts_ps" ) ) { return (1<<1); - } + } else if ( V_stristr( pName, "multiblend_combined_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "multiblend_ps" ) ) { return (1<<14); - } + } else if ( V_stristr( pName, "customhero_ps" ) ) { return (1<<14); - } + } // This shader doesn't have a shadow depth map sampler return 0; diff --git a/togles/linuxwin/glmgr.cpp b/togles/linuxwin/glmgr.cpp index 8271b236..a2c00b20 100644 --- a/togles/linuxwin/glmgr.cpp +++ b/togles/linuxwin/glmgr.cpp @@ -4506,7 +4506,7 @@ void GLMContext::GenDebugFontTex( void ) //----------------------------------------------------- // fetch elements of font data and make texels... we're doing the whole slab so we don't really need the stride info - unsigned long *destTexelPtr = (unsigned long *)lockAddress; + uint32 *destTexelPtr = (uint32 *)lockAddress; for( int index = 0; index < 16384; index++ ) {