OpenGL2: "Fix" cg_shadows 4.
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@@ -322,14 +322,14 @@ void FBO_Init(void)
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R_CheckFBO(tr.sunRaysFbo);
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}
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// FIXME: Don't use separate color/depth buffers for a shadow buffer
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if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0])
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{
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for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
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{
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tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
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FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_COLOR_ATTACHMENT0, 0);
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FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
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// FIXME: this next line wastes 16mb with 16x512x512 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
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FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
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FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_DEPTH_ATTACHMENT, 0);
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R_CheckFBO(tr.pshadowFbos[i]);
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}
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}
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