@@ -1110,7 +1110,7 @@ void FBO_Clean( frameBuffer_t *fb )
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fb -> depthStencil = 0 ;
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}
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#else
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- if ( r_stencilbits -> integer == 0 )
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+ if ( glConfig . stencilBits == 0 )
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qglFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , 0 , 0 );
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else
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qglFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_STENCIL_ATTACHMENT , GL_TEXTURE_2D , 0 , 0 );
@@ -1165,7 +1165,7 @@ static GLuint FBO_CreateDepthTextureOrBuffer( GLsizei width, GLsizei height )
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GLuint buffer ;
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qglGenRenderbuffers ( 1 , & buffer );
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qglBindRenderbuffer ( GL_RENDERBUFFER , buffer );
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- if ( r_stencilbits -> integer == 0 )
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+ if ( glConfig . stencilBits == 0 )
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qglRenderbufferStorage ( GL_RENDERBUFFER , GL_DEPTH_COMPONENT32 , width , height );
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else
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qglRenderbufferStorage ( GL_RENDERBUFFER , GL_DEPTH24_STENCIL8 , width , height );
@@ -1176,7 +1176,7 @@ static GLuint FBO_CreateDepthTextureOrBuffer( GLsizei width, GLsizei height )
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GL_BindTexture ( 0 , tex );
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qglTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST );
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qglTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST );
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- if ( r_stencilbits -> integer == 0 )
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+ if ( glConfig . stencilBits == 0 )
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qglTexImage2D ( GL_TEXTURE_2D , 0 , GL_DEPTH_COMPONENT32 , width , height , 0 , GL_DEPTH_COMPONENT , GL_FLOAT , NULL );
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else
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qglTexImage2D ( GL_TEXTURE_2D , 0 , GL_DEPTH24_STENCIL8 , width , height , 0 , GL_DEPTH_STENCIL , GL_UNSIGNED_INT_24_8 , NULL );
@@ -1336,12 +1336,12 @@ static qboolean FBO_Create( frameBuffer_t *fb, GLsizei width, GLsizei height, qb
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fb -> depthStencil = FBO_CreateDepthTextureOrBuffer ( width , height );
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#endif
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#ifdef DEPTH_RENDER_BUFFER
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- if ( r_stencilbits -> integer == 0 )
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+ if ( glConfig . stencilBits == 0 )
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qglFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , fb -> depthStencil );
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else
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qglFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_STENCIL_ATTACHMENT , GL_RENDERBUFFER , fb -> depthStencil );
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#else
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- if ( r_stencilbits -> integer == 0 )
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+ if ( glConfig . stencilBits == 0 )
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qglFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , fb -> depthStencil , 0 );
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else
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qglFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_STENCIL_ATTACHMENT , GL_TEXTURE_2D , fb -> depthStencil , 0 );
@@ -1413,7 +1413,7 @@ static qboolean FBO_CreateMS( frameBuffer_t *fb, int width, int height )
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qglGenRenderbuffers ( 1 , & fb -> depthStencil );
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qglBindRenderbuffer ( GL_RENDERBUFFER , fb -> depthStencil );
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- if ( r_stencilbits -> integer == 0 )
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+ if ( glConfig . stencilBits == 0 )
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qglRenderbufferStorageMultisample ( GL_RENDERBUFFER , nSamples , GL_DEPTH_COMPONENT32 , width , height );
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else
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qglRenderbufferStorageMultisample ( GL_RENDERBUFFER , nSamples , GL_DEPTH24_STENCIL8 , width , height );
@@ -1424,7 +1424,7 @@ static qboolean FBO_CreateMS( frameBuffer_t *fb, int width, int height )
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return qfalse ;
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}
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- if ( r_stencilbits -> integer == 0 )
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+ if ( glConfig . stencilBits == 0 )
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qglFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , fb -> depthStencil );
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else
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qglFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_STENCIL_ATTACHMENT , GL_RENDERBUFFER , fb -> depthStencil );
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