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https://github.com/AquariaOSE/Aquaria.git
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Merge branch 'master' into experimental
This commit is contained in:
commit
0e2d669d42
3 changed files with 7 additions and 2 deletions
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@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "Base.h"
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#include "Core.h"
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#include <algorithm>
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#include <signal.h>
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#ifdef BBGE_BUILD_WINDOWS
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#include <shellapi.h>
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@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//WARNING: FrameBuffer objects have to have reloadDevice/unloadDevice called manually!
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#ifdef BBGE_BUILD_FRAMEBUFFER
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#if defined(BBGE_BUILD_FRAMEBUFFER) && defined(BBGE_BUILD_OPENGL_DYNAMIC)
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PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT = NULL;
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PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = NULL;
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PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT = NULL;
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@ -131,6 +131,7 @@ bool FrameBuffer::init(int width, int height, bool fitToScreen, GLint filter)
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}
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else
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{
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#if defined(BBGE_BUILD_OPENGL_DYNAMIC)
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if (!glIsRenderbufferEXT)
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{
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glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)SDL_GL_GetProcAddress("glIsRenderbufferEXT");
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@ -162,6 +163,7 @@ bool FrameBuffer::init(int width, int height, bool fitToScreen, GLint filter)
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debugLog("One or more EXT_framebuffer_object functions were not found");
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return false;
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}
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#endif
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//
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// Create a frame-buffer object and a render-buffer object...
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@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "Shader.h"
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#include "algorithmx.h"
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#ifdef BBGE_BUILD_SHADERS
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#if defined(BBGE_BUILD_SHADERS) && defined(BBGE_BUILD_OPENGL_DYNAMIC)
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// GL_ARB_shader_objects
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
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@ -77,6 +77,7 @@ void Shader::staticInit()
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}
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else
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{
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#if defined(BBGE_BUILD_OPENGL_DYNAMIC)
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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@ -110,6 +111,7 @@ void Shader::staticInit()
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goto end;
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}
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}
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#endif
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// everything fine when we are here
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_useShaders = true;
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