Added APIENTRY into glColor*/glNormal* calls and specialized the calls to just GLES1
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@@ -21,16 +21,18 @@
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namespace osg
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{
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inline void glColor4ubv(const GLubyte* c) { glColor4ub(c[0], c[1], c[2], c[3]); }
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inline void glColor3fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glColor3dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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#if defined(OSG_GLES1_AVAILABLE)
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inline void APIENTRY glColor4ubv(const GLubyte* c) { glColor4ub(c[0], c[1], c[2], c[3]); }
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inline void APIENTRY glColor3fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void APIENTRY glColor4fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void APIENTRY glColor3dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void APIENTRY glColor4dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glNormal3bv(const GLbyte* n) { const float div = 1.0f/128.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3sv(const GLshort* n) { const float div = 1.0f/32768.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3fv(const GLfloat* n) { glNormal3f(n[0], n[1], n[3]); }
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inline void glNormal3dv(const GLdouble* n) { glNormal3f(n[0], n[1], n[3]); }
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inline void APIENTRY glNormal3bv(const GLbyte* n) { const float div = 1.0f/128.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void APIENTRY glNormal3sv(const GLshort* n) { const float div = 1.0f/32768.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void APIENTRY glNormal3fv(const GLfloat* n) { glNormal3f(n[0], n[1], n[3]); }
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inline void APIENTRY glNormal3dv(const GLdouble* n) { glNormal3f(n[0], n[1], n[3]); }
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#endif
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template<typename T>
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class TemplateAttributeDispatch : public AttributeDispatch
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