Added missing GLEXT defines to the OpenGL ES block in GLExtensions.hpp.
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@ -44,9 +44,13 @@
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// Core since 1.0
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// Core since 1.0
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#define GLEXT_multitexture true
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#define GLEXT_multitexture true
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#define GLEXT_texture_edge_clamp true
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#define GLEXT_blend_minmax true
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#define GLEXT_glClientActiveTexture glClientActiveTexture
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#define GLEXT_glClientActiveTexture glClientActiveTexture
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#define GLEXT_glActiveTexture glActiveTexture
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#define GLEXT_glActiveTexture glActiveTexture
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#define GLEXT_GL_TEXTURE0 GL_TEXTURE0
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#define GLEXT_GL_TEXTURE0 GL_TEXTURE0
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#define GLEXT_GL_CLAMP GL_CLAMP_TO_EDGE
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#define GLEXT_GL_CLAMP_TO_EDGE GL_CLAMP_TO_EDGE
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// The following extensions are listed chronologically
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// The following extensions are listed chronologically
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// Extension macro first, followed by tokens then
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// Extension macro first, followed by tokens then
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@ -114,6 +118,7 @@
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// Core since 1.1
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// Core since 1.1
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#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT
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#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT
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#define GLEXT_GL_CLAMP GL_CLAMP
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// The following extensions are listed chronologically
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// The following extensions are listed chronologically
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// Extension macro first, followed by tokens then
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// Extension macro first, followed by tokens then
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@ -175,8 +175,8 @@ bool Texture::create(unsigned int width, unsigned int height)
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// Initialize the texture
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// Initialize the texture
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_actualSize.x, m_actualSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
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glCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_actualSize.x, m_actualSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP)));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GLEXT_GL_CLAMP)));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP)));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GLEXT_GL_CLAMP)));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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m_cacheId = getUniqueId();
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m_cacheId = getUniqueId();
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@ -495,8 +495,8 @@ void Texture::setRepeated(bool repeated)
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}
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}
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP)));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GLEXT_GL_CLAMP)));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP)));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GLEXT_GL_CLAMP)));
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}
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}
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}
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}
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}
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}
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