Now using an explicit prefix for OpenGL extension macros, to avoid conflicts
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2c259c8f49
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62941c4264
@ -90,7 +90,7 @@ void glCheckError(const char* file, unsigned int line)
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break;
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break;
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}
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}
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case GL_INVALID_FRAMEBUFFER_OPERATION :
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case GLEXT_GL_INVALID_FRAMEBUFFER_OPERATION :
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{
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{
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error = "GL_INVALID_FRAMEBUFFER_OPERATION";
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error = "GL_INVALID_FRAMEBUFFER_OPERATION";
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description = "the object bound to FRAMEBUFFER_BINDING is not \"framebuffer complete\"";
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description = "the object bound to FRAMEBUFFER_BINDING is not \"framebuffer complete\"";
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@ -34,56 +34,56 @@
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#include <SFML/OpenGL.hpp>
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#include <SFML/OpenGL.hpp>
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#define GL_blend_func_separate GL_OES_blend_func_separate
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#define GLEXT_blend_func_separate GL_OES_blend_func_separate
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#define glBlendFuncSeparate glBlendFuncSeparateOES
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#define GLEXT_glBlendFuncSeparate glBlendFuncSeparateOES
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#define GL_framebuffer_object GL_OES_framebuffer_object
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#define GLEXT_framebuffer_object GL_OES_framebuffer_object
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#define glGenFramebuffers glGenFramebuffersOES
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#define GLEXT_glGenFramebuffers glGenFramebuffersOES
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#define glGenRenderbuffers glGenRenderbuffersOES
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#define GLEXT_glGenRenderbuffers glGenRenderbuffersOES
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#define glBindFramebuffer glBindFramebufferOES
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#define GLEXT_glBindFramebuffer glBindFramebufferOES
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#define glBindRenderbuffer glBindRenderbufferOES
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#define GLEXT_glBindRenderbuffer glBindRenderbufferOES
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#define glDeleteFramebuffers glDeleteFramebuffersOES
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#define GLEXT_glDeleteFramebuffers glDeleteFramebuffersOES
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#define glDeleteRenderbuffers glDeleteRenderbuffersOES
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#define GLEXT_glDeleteRenderbuffers glDeleteRenderbuffersOES
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#define glRenderbufferStorage glRenderbufferStorageOES
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#define GLEXT_glRenderbufferStorage glRenderbufferStorageOES
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#define glFramebufferRenderbuffer glFramebufferRenderbufferOES
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#define GLEXT_glFramebufferRenderbuffer glFramebufferRenderbufferOES
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#define glFramebufferTexture2D glFramebufferTexture2DOES
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#define GLEXT_glFramebufferTexture2D glFramebufferTexture2DOES
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#define glCheckFramebufferStatus glCheckFramebufferStatusOES
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#define GLEXT_glCheckFramebufferStatus glCheckFramebufferStatusOES
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_OES
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#define GLEXT_GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_OES
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#define GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
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#define GLEXT_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
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#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
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#define GLEXT_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
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#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define GLEXT_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT16_OES
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#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT16_OES
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#define GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_OES
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#define GLEXT_GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_OES
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#define GL_texture_non_power_of_two false
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#define GLEXT_texture_non_power_of_two false
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#else
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#else
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <SFML/OpenGL.hpp>
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#include <SFML/OpenGL.hpp>
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#define GL_blend_func_separate GLEW_EXT_blend_func_separate
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#define GLEXT_blend_func_separate GLEW_EXT_blend_func_separate
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#define glBlendFuncSeparate glBlendFuncSeparateEXT
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#define GLEXT_glBlendFuncSeparate glBlendFuncSeparateEXT
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#define GL_framebuffer_object GLEW_EXT_framebuffer_object
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#define GLEXT_framebuffer_object GLEW_EXT_framebuffer_object
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#define glGenFramebuffers glGenFramebuffersEXT
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#define GLEXT_glGenFramebuffers glGenFramebuffersEXT
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#define glGenRenderbuffers glGenRenderbuffersEXT
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#define GLEXT_glGenRenderbuffers glGenRenderbuffersEXT
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#define glBindFramebuffer glBindFramebufferEXT
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#define GLEXT_glBindFramebuffer glBindFramebufferEXT
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#define glBindRenderbuffer glBindRenderbufferEXT
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#define GLEXT_glBindRenderbuffer glBindRenderbufferEXT
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#define glDeleteFramebuffers glDeleteFramebuffersEXT
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#define GLEXT_glDeleteFramebuffers glDeleteFramebuffersEXT
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#define glDeleteRenderbuffers glDeleteRenderbuffersEXT
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#define GLEXT_glDeleteRenderbuffers glDeleteRenderbuffersEXT
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#define glRenderbufferStorage glRenderbufferStorageEXT
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#define GLEXT_glRenderbufferStorage glRenderbufferStorageEXT
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#define glFramebufferRenderbuffer glRenderbufferStorageEXT
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#define GLEXT_glFramebufferRenderbuffer glFramebufferRenderbufferEXT
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#define glFramebufferTexture2D glFramebufferTexture2DEXT
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#define GLEXT_glFramebufferTexture2D glFramebufferTexture2DEXT
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#define glCheckFramebufferStatus glCheckFramebufferStatusEXT
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#define GLEXT_glCheckFramebufferStatus glCheckFramebufferStatusEXT
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
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#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
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#define GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_EXT
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#define GLEXT_GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_EXT
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#define GL_RENDERBUFFER GL_RENDERBUFFER_EXT
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#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_EXT
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#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#define GLEXT_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
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#define GLEXT_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
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#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
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#define GLEXT_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
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//#define GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT
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#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT
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#define GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_EXT
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#define GLEXT_GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_EXT
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#define GL_texture_non_power_of_two GLEW_ARB_texture_non_power_of_two
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#define GLEXT_texture_non_power_of_two GLEW_ARB_texture_non_power_of_two
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#endif
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#endif
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@ -379,9 +379,9 @@ void RenderTarget::applyBlendMode(BlendMode mode)
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// Alpha blending
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// Alpha blending
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default :
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default :
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case BlendAlpha :
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case BlendAlpha :
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if (GL_blend_func_separate)
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if (GLEXT_blend_func_separate)
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{
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{
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glCheck(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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glCheck(GLEXT_glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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}
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}
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else
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else
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{
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{
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@ -392,9 +392,9 @@ void RenderTarget::applyBlendMode(BlendMode mode)
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// Additive blending
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// Additive blending
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case BlendAdd :
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case BlendAdd :
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if (GL_blend_func_separate)
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if (GLEXT_blend_func_separate)
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{
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{
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glCheck(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE));
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glCheck(GLEXT_glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE));
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}
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}
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else
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else
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{
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{
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@ -53,14 +53,14 @@ RenderTextureImplFBO::~RenderTextureImplFBO()
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if (m_depthBuffer)
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if (m_depthBuffer)
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{
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{
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GLuint depthBuffer = static_cast<GLuint>(m_depthBuffer);
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GLuint depthBuffer = static_cast<GLuint>(m_depthBuffer);
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glCheck(glDeleteRenderbuffers(1, &depthBuffer));
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glCheck(GLEXT_glDeleteRenderbuffers(1, &depthBuffer));
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}
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}
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// Destroy the frame buffer
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// Destroy the frame buffer
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if (m_frameBuffer)
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if (m_frameBuffer)
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{
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{
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GLuint frameBuffer = static_cast<GLuint>(m_frameBuffer);
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GLuint frameBuffer = static_cast<GLuint>(m_frameBuffer);
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glCheck(glDeleteFramebuffers(1, &frameBuffer));
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glCheck(GLEXT_glDeleteFramebuffers(1, &frameBuffer));
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}
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}
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// Delete the context
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// Delete the context
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@ -76,7 +76,7 @@ bool RenderTextureImplFBO::isAvailable()
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// Make sure that extensions are initialized
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// Make sure that extensions are initialized
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priv::ensureExtensionsInit();
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priv::ensureExtensionsInit();
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return GL_framebuffer_object != 0;
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return GLEXT_framebuffer_object != 0;
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}
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}
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@ -88,39 +88,39 @@ bool RenderTextureImplFBO::create(unsigned int width, unsigned int height, unsig
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// Create the framebuffer object
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// Create the framebuffer object
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GLuint frameBuffer = 0;
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GLuint frameBuffer = 0;
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glCheck(glGenFramebuffers(1, &frameBuffer));
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glCheck(GLEXT_glGenFramebuffers(1, &frameBuffer));
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m_frameBuffer = static_cast<unsigned int>(frameBuffer);
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m_frameBuffer = static_cast<unsigned int>(frameBuffer);
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if (!m_frameBuffer)
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if (!m_frameBuffer)
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{
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{
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err() << "Impossible to create render texture (failed to create the frame buffer object)" << std::endl;
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err() << "Impossible to create render texture (failed to create the frame buffer object)" << std::endl;
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return false;
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return false;
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}
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}
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glCheck(glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer));
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glCheck(GLEXT_glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer));
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// Create the depth buffer if requested
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// Create the depth buffer if requested
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if (depthBuffer)
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if (depthBuffer)
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{
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{
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GLuint depth = 0;
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GLuint depth = 0;
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glCheck(glGenRenderbuffers(1, &depth));
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glCheck(GLEXT_glGenRenderbuffers(1, &depth));
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m_depthBuffer = static_cast<unsigned int>(depth);
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m_depthBuffer = static_cast<unsigned int>(depth);
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if (!m_depthBuffer)
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if (!m_depthBuffer)
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{
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{
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err() << "Impossible to create render texture (failed to create the attached depth buffer)" << std::endl;
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err() << "Impossible to create render texture (failed to create the attached depth buffer)" << std::endl;
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return false;
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return false;
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}
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}
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glCheck(glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer));
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glCheck(GLEXT_glBindRenderbuffer(GLEXT_GL_RENDERBUFFER, m_depthBuffer));
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glCheck(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height));
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glCheck(GLEXT_glRenderbufferStorage(GLEXT_GL_RENDERBUFFER, GLEXT_GL_DEPTH_COMPONENT, width, height));
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glCheck(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer));
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glCheck(GLEXT_glFramebufferRenderbuffer(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_DEPTH_ATTACHMENT, GLEXT_GL_RENDERBUFFER, m_depthBuffer));
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}
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}
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// Link the texture to the frame buffer
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// Link the texture to the frame buffer
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glCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0));
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glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0));
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// A final check, just to be sure...
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// A final check, just to be sure...
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GLenum status = glCheck(glCheckFramebufferStatus(GL_FRAMEBUFFER));
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GLenum status = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER));
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if (status != GL_FRAMEBUFFER_COMPLETE)
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if (status != GLEXT_GL_FRAMEBUFFER_COMPLETE)
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{
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{
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glCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
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err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
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err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
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return false;
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return false;
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}
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}
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@ -271,18 +271,18 @@ Image Texture::copyToImage() const
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// OpenGL ES doesn't have the glGetTexImage function, the only way to read
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// OpenGL ES doesn't have the glGetTexImage function, the only way to read
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// from a texture is to bind it to a FBO and use glReadPixels
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// from a texture is to bind it to a FBO and use glReadPixels
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GLuint frameBuffer = 0;
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GLuint frameBuffer = 0;
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glCheck(glGenFramebuffers(1, &frameBuffer));
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glCheck(GLEXT_glGenFramebuffers(1, &frameBuffer));
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if (frameBuffer)
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if (frameBuffer)
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{
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{
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GLint previousFrameBuffer;
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GLint previousFrameBuffer;
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glCheck(glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previousFrameBuffer));
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glCheck(glGetIntegerv(GLEXT_GL_FRAMEBUFFER_BINDING, &previousFrameBuffer));
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glCheck(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer));
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, frameBuffer));
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glCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
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glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
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glCheck(glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]));
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glCheck(glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]));
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glCheck(glDeleteFramebuffers(1, &frameBuffer));
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glCheck(GLEXT_glDeleteFramebuffers(1, &frameBuffer));
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glCheck(glBindFramebuffer(GL_FRAMEBUFFER, previousFrameBuffer));
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, previousFrameBuffer));
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}
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}
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#else
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#else
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@ -556,7 +556,7 @@ unsigned int Texture::getValidSize(unsigned int size)
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// Make sure that extensions are initialized
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// Make sure that extensions are initialized
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priv::ensureExtensionsInit();
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priv::ensureExtensionsInit();
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if (GL_texture_non_power_of_two)
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if (GLEXT_texture_non_power_of_two)
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{
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{
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// If hardware supports NPOT textures, then just return the unmodified size
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// If hardware supports NPOT textures, then just return the unmodified size
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return size;
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return size;
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