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Merge branch 'master' into experimental

This commit is contained in:
Dmitry Grigoryev 2021-01-02 02:18:36 +01:00
commit 0e2d669d42
3 changed files with 7 additions and 2 deletions

View file

@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "Base.h"
#include "Core.h"
#include <algorithm>
#include <signal.h>
#ifdef BBGE_BUILD_WINDOWS
#include <shellapi.h>

View file

@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//WARNING: FrameBuffer objects have to have reloadDevice/unloadDevice called manually!
#ifdef BBGE_BUILD_FRAMEBUFFER
#if defined(BBGE_BUILD_FRAMEBUFFER) && defined(BBGE_BUILD_OPENGL_DYNAMIC)
PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT = NULL;
PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = NULL;
PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT = NULL;
@ -131,6 +131,7 @@ bool FrameBuffer::init(int width, int height, bool fitToScreen, GLint filter)
}
else
{
#if defined(BBGE_BUILD_OPENGL_DYNAMIC)
if (!glIsRenderbufferEXT)
{
glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glIsRenderbufferEXT");
@ -162,6 +163,7 @@ bool FrameBuffer::init(int width, int height, bool fitToScreen, GLint filter)
debugLog("One or more EXT_framebuffer_object functions were not found");
return false;
}
#endif
//
// Create a frame-buffer object and a render-buffer object...

View file

@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "Shader.h"
#include "algorithmx.h"
#ifdef BBGE_BUILD_SHADERS
#if defined(BBGE_BUILD_SHADERS) && defined(BBGE_BUILD_OPENGL_DYNAMIC)
// GL_ARB_shader_objects
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
@ -77,6 +77,7 @@ void Shader::staticInit()
}
else
{
#if defined(BBGE_BUILD_OPENGL_DYNAMIC)
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
@ -110,6 +111,7 @@ void Shader::staticInit()
goto end;
}
}
#endif
// everything fine when we are here
_useShaders = true;