If CG isn't available, still compile and fallback on GLSL
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@ -372,6 +372,12 @@ else()
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check_lib(CG Cg Cg/cg.h)
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check_lib(CGGL CgGL Cg/cgGL.h)
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if(NOT CG_FOUND)
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message("CG not found, Building without")
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add_definitions(-DHAVE_CG=0)
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else()
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add_definitions(-DHAVE_CG=1)
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endif()
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endif()
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if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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@ -23,7 +23,7 @@ if(wxWidgets_FOUND)
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set(LIBS ${LIBS} ${wxWidgets_LIBRARIES})
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endif(wxWidgets_FOUND)
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if(APPLE OR WIN32 OR ${CMAKE_SYSTEM_NAME} MATCHES "Linux")
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if(HAVE_CG AND (APPLE OR WIN32 OR ${CMAKE_SYSTEM_NAME} MATCHES "Linux"))
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set(LIBS ${LIBS} Cg CgGL)
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endif()
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@ -113,10 +113,9 @@ bool OpenGL_ReportFBOError(const char *function, const char *file, int line);
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#define GL_REPORT_PROGRAM_ERROR() (void)0
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#endif
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#if defined __APPLE__ || defined __linux__ || defined _WIN32
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#if HAVE_CG && (defined __APPLE__ || defined __linux__ || defined _WIN32)
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#define HAVE_CG 1
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extern CGcontext g_cgcontext;
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extern CGprofile g_cgvProf, g_cgfProf;
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#endif
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@ -435,6 +435,11 @@ Renderer::Renderer()
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cgGLSetOptimalOptions(g_cgfProf);
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}
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}
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#else
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// If we don't have Nvidia CG, we HAVE to use GLSL
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g_Config.bUseGLSL = true;
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UpdateActiveConfig();
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#endif // HAVE_CG
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int nenvvertparams, nenvfragparams, naddrregisters[2];
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