forked from 0ad/0ad
Removes FFP option from Atlas and adds ARB/GLSL selection.
Tested By: Stan Differential Revision: https://code.wildfiregames.com/D3055 This was SVN commit r24123.
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@ -326,8 +326,8 @@ enum
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ID_BigScreenshot,
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ID_JavaScript,
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ID_CameraReset,
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ID_RenderPathFixed,
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ID_RenderPathShader,
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ID_RenderPathShaderARB,
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ID_RenderPathShaderGLSL,
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ID_DumpState,
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ID_DumpBinaryState,
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@ -362,8 +362,8 @@ BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
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EVT_MENU(ID_CameraReset, ScenarioEditor::OnCameraReset)
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EVT_MENU(ID_DumpState, ScenarioEditor::OnDumpState)
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EVT_MENU(ID_DumpBinaryState, ScenarioEditor::OnDumpState)
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EVT_MENU(ID_RenderPathFixed, ScenarioEditor::OnRenderPath)
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EVT_MENU(ID_RenderPathShader, ScenarioEditor::OnRenderPath)
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EVT_MENU(ID_RenderPathShaderARB, ScenarioEditor::OnRenderPath)
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EVT_MENU(ID_RenderPathShaderGLSL, ScenarioEditor::OnRenderPath)
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EVT_MENU(ID_Manual, ScenarioEditor::OnHelp)
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EVT_MENU(ID_ReportBug, ScenarioEditor::OnHelp)
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@ -485,8 +485,8 @@ ScenarioEditor::ScenarioEditor(wxWindow* parent)
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wxMenu *menuRP = new wxMenu;
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menuMisc->AppendSubMenu(menuRP, _("Render &path"));
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menuRP->Append(ID_RenderPathFixed, _("&Fixed function"));
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menuRP->Append(ID_RenderPathShader, _("&Shader (default)"));
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menuRP->Append(ID_RenderPathShaderARB, _("Shader &ARB"));
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menuRP->Append(ID_RenderPathShaderGLSL, _("&Shader GLSL (default)"));
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}
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wxMenu *menuHelp = new wxMenu;
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@ -928,11 +928,13 @@ void ScenarioEditor::OnRenderPath(wxCommandEvent& event)
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{
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switch (event.GetId())
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{
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case ID_RenderPathFixed:
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POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"fixed"));
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break;
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case ID_RenderPathShader:
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case ID_RenderPathShaderARB:
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POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"shader"));
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POST_MESSAGE(SetViewParamB, (eRenderView::GAME, L"preferGLSL", false));
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break;
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case ID_RenderPathShaderGLSL:
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POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"shader"));
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POST_MESSAGE(SetViewParamB, (eRenderView::GAME, L"preferGLSL", true));
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break;
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}
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}
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@ -323,6 +323,8 @@ void AtlasViewGame::SetParam(const std::wstring& name, bool value)
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g_Renderer.SetDisplayTerrainPriorities(value);
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else if (name == L"movetool")
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m_DrawMoveTool = value;
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else if (name == L"preferGLSL")
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g_RenderingOptions.SetPreferGLSL(value);
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}
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void AtlasViewGame::SetParam(const std::wstring& name, float value)
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