Added missing GLEXT defines to the OpenGL ES block in GLExtensions.hpp.

This commit is contained in:
binary1248 2015-04-27 01:39:11 +02:00 committed by Lukas Dürrenberger
parent 653c0fdb30
commit 93f389e92e
2 changed files with 9 additions and 4 deletions

View File

@ -44,9 +44,13 @@
// Core since 1.0 // Core since 1.0
#define GLEXT_multitexture true #define GLEXT_multitexture true
#define GLEXT_texture_edge_clamp true
#define GLEXT_blend_minmax true
#define GLEXT_glClientActiveTexture glClientActiveTexture #define GLEXT_glClientActiveTexture glClientActiveTexture
#define GLEXT_glActiveTexture glActiveTexture #define GLEXT_glActiveTexture glActiveTexture
#define GLEXT_GL_TEXTURE0 GL_TEXTURE0 #define GLEXT_GL_TEXTURE0 GL_TEXTURE0
#define GLEXT_GL_CLAMP GL_CLAMP_TO_EDGE
#define GLEXT_GL_CLAMP_TO_EDGE GL_CLAMP_TO_EDGE
// The following extensions are listed chronologically // The following extensions are listed chronologically
// Extension macro first, followed by tokens then // Extension macro first, followed by tokens then
@ -114,6 +118,7 @@
// Core since 1.1 // Core since 1.1
#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT #define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT
#define GLEXT_GL_CLAMP GL_CLAMP
// The following extensions are listed chronologically // The following extensions are listed chronologically
// Extension macro first, followed by tokens then // Extension macro first, followed by tokens then

View File

@ -175,8 +175,8 @@ bool Texture::create(unsigned int width, unsigned int height)
// Initialize the texture // Initialize the texture
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture)); glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_actualSize.x, m_actualSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL)); glCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_actualSize.x, m_actualSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP))); 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)));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP))); 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)));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST)); glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST)); glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_cacheId = getUniqueId(); m_cacheId = getUniqueId();
@ -495,8 +495,8 @@ void Texture::setRepeated(bool repeated)
} }
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture)); glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP))); 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)));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_isRepeated ? GL_REPEAT : (GLEXT_texture_edge_clamp ? GLEXT_GL_CLAMP_TO_EDGE : GL_CLAMP))); 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)));
} }
} }
} }