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https://gitea.wildfiregames.com/0ad/0ad.git
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huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for wchar_t* This was SVN commit r7161.
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@@ -34,7 +34,7 @@
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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#define LOG_CATEGORY "graphics"
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#define LOG_CATEGORY L"graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -332,8 +332,8 @@ void ShadowMapInternals::CreateTexture()
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}
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}
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LOG(CLogger::Normal, LOG_CATEGORY, "Creating shadow texture (size %dx%d) (format = %s)%s",
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Width, Height, formatname, Framebuffer ? " (using EXT_framebuffer_object)" : "");
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LOG(CLogger::Normal, LOG_CATEGORY, L"Creating shadow texture (size %dx%d) (format = %hs)%ls",
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Width, Height, formatname, Framebuffer ? L" (using EXT_framebuffer_object)" : L"");
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// create texture object
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glGenTextures(1, &Texture);
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@@ -398,7 +398,7 @@ void ShadowMapInternals::CreateTexture()
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOG(CLogger::Warning, LOG_CATEGORY, "Framebuffer object incomplete: %04d", status);
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LOG(CLogger::Warning, LOG_CATEGORY, L"Framebuffer object incomplete: %04d", status);
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pglDeleteFramebuffersEXT(1, &Framebuffer);
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Framebuffer = 0;
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@@ -513,7 +513,7 @@ void ShadowMap::SetUseDepthTexture(bool depthTexture)
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{
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if (!g_Renderer.GetCapabilities().m_DepthTextureShadows)
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{
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LOG(CLogger::Warning, LOG_CATEGORY, "Depth textures are not supported by your graphics card/driver. Fallback to luminance map (no self-shadowing)!");
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LOG(CLogger::Warning, LOG_CATEGORY, L"Depth textures are not supported by your graphics card/driver. Fallback to luminance map (no self-shadowing)!");
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depthTexture = false;
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}
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}
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