diff --git a/include/osg/TextureRectangle b/include/osg/TextureRectangle index 8967dea1b..c0fb26914 100644 --- a/include/osg/TextureRectangle +++ b/include/osg/TextureRectangle @@ -20,6 +20,10 @@ #define GL_TEXTURE_RECTANGLE_NV 0x84F5 #endif +#ifndef GL_TEXTURE_RECTANGLE +#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV +#endif + namespace osg { /** Texture state class which encapsulates OpenGL texture functionality.*/ @@ -42,7 +46,7 @@ class SG_EXPORT TextureRectangle : public Texture virtual bool getModeUsage(ModeUsage& usage) const { - usage.usesTextureMode(GL_TEXTURE_RECTANGLE_NV); + usage.usesTextureMode(GL_TEXTURE_RECTANGLE); return true; } diff --git a/src/osg/TextureRectangle.cpp b/src/osg/TextureRectangle.cpp index dc6cc53f9..f1d8a0d8d 100644 --- a/src/osg/TextureRectangle.cpp +++ b/src/osg/TextureRectangle.cpp @@ -136,7 +136,7 @@ void TextureRectangle::apply(State& state) const { textureObject->bind(); if (getTextureParameterDirty(state.getContextID())) - applyTexParameters(GL_TEXTURE_RECTANGLE_NV, state); + applyTexParameters(GL_TEXTURE_RECTANGLE, state); if (_subloadCallback.valid()) { @@ -144,7 +144,7 @@ void TextureRectangle::apply(State& state) const } else if (_image.valid() && getModifiedTag(contextID) != _image->getModifiedTag()) { - applyTexImage_subload(GL_TEXTURE_RECTANGLE_NV, _image.get(), state, _textureWidth, _textureHeight, _internalFormat); + applyTexImage_subload(GL_TEXTURE_RECTANGLE, _image.get(), state, _textureWidth, _textureHeight, _internalFormat); // update the modified tag to show that it is upto date. getModifiedTag(contextID) = _image->getModifiedTag(); @@ -153,11 +153,11 @@ void TextureRectangle::apply(State& state) const else if (_subloadCallback.valid()) { // we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object. - _textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_RECTANGLE_NV); + _textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_RECTANGLE); textureObject->bind(); - applyTexParameters(GL_TEXTURE_RECTANGLE_NV, state); + applyTexParameters(GL_TEXTURE_RECTANGLE, state); _subloadCallback->load(*this, state); @@ -167,18 +167,18 @@ void TextureRectangle::apply(State& state) const // have found that the first frame drawn doesn't apply the textures // unless a second bind is called?!! // perhaps it is the first glBind which is not required... - //glBindTexture(GL_TEXTURE_RECTANGLE_NV, handle); + //glBindTexture(GL_TEXTURE_RECTANGLE, handle); } else if (_image.valid() && _image->data()) { // we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object. - _textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_RECTANGLE_NV); + _textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_RECTANGLE); textureObject->bind(); - applyTexParameters(GL_TEXTURE_RECTANGLE_NV, state); + applyTexParameters(GL_TEXTURE_RECTANGLE, state); - applyTexImage_load(GL_TEXTURE_RECTANGLE_NV, _image.get(), state, _textureWidth, _textureHeight); + applyTexImage_load(GL_TEXTURE_RECTANGLE, _image.get(), state, _textureWidth, _textureHeight); textureObject->setAllocated(1,_internalFormat,_textureWidth,_textureHeight,1,0); @@ -186,11 +186,11 @@ void TextureRectangle::apply(State& state) const // have found that the first frame drawn doesn't apply the textures // unless a second bind is called?!! // perhaps it is the first glBind which is not required... - //glBindTexture(GL_TEXTURE_RECTANGLE_NV, handle); + //glBindTexture(GL_TEXTURE_RECTANGLE, handle); } else { - glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); + glBindTexture(GL_TEXTURE_RECTANGLE, 0); } }