/* ================== R_ReloadGLSLPrograms_f ================== */ void R_ReloadGLSLPrograms_f( const idCmdArgs &args ) { common->Printf( "----- R_ReloadGLSLPrograms -----\n" ); //for ( int i = 0; progs[ i ].name[ 0 ]; i++ ) { // R_LoadGLSLShader( i ); //} RB_GLSL_InitShaders(); common->Printf( "-------------------------------\n" ); }
/* ================== R_ReloadGLSLShaders_f ================== */ void R_ReloadGLSLShaders_f( const idCmdArgs &args ) { common->Printf( "----- R_ReloadGLSLShaders -----\n" ); if ( glConfig.GLSLAvailable ) { if (RB_GLSL_InitShaders()) { glConfig.allowGLSLPath = true; } else common->Printf( "GLSL shaders failed to init.\n" ); } else common->Printf( "Not available.\n" ); common->Printf( "-------------------------------\n" ); }
/* ================== R_GLSL_Init ================== */ void R_GLSL_Init( void ) { glConfig.allowGLSLPath = false; common->Printf( "---------- R_GLSL_Init -----------\n" ); if ( !glConfig.GLSLAvailable ) { common->Printf( "Not available.\n" ); return; } else if ( !RB_GLSL_InitShaders() ) { common->Printf( "GLSL shaders failed to init.\n" ); return; } common->Printf( "Available.\n" ); common->Printf( "---------------------------------\n" ); glConfig.allowGLSLPath = true; }