Added GL_OES_geometry_shader and GL_OES_tessellation_shader checks
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@@ -449,9 +449,9 @@ GLExtensions::GLExtensions(unsigned int contextID)
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isVertexShaderSupported = validContext && (shadersBuiltIn || osg::isGLExtensionSupported(contextID,"GL_ARB_vertex_shader"));
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isFragmentShaderSupported = validContext && (shadersBuiltIn || osg::isGLExtensionSupported(contextID,"GL_ARB_fragment_shader"));
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isLanguage100Supported = validContext && (shadersBuiltIn || osg::isGLExtensionSupported(contextID,"GL_ARB_shading_language_100"));
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isGeometryShader4Supported = validContext && osg::isGLExtensionSupported(contextID,"GL_EXT_geometry_shader4");
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isGeometryShader4Supported = validContext && (osg::isGLExtensionSupported(contextID,"GL_EXT_geometry_shader4") || osg::isGLExtensionSupported(contextID,"GL_OES_geometry_shader"));
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isGpuShader4Supported = validContext && osg::isGLExtensionSupported(contextID,"GL_EXT_gpu_shader4");
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areTessellationShadersSupported = validContext && osg::isGLExtensionSupported(contextID, "GL_ARB_tessellation_shader");
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areTessellationShadersSupported = validContext && (osg::isGLExtensionSupported(contextID, "GL_ARB_tessellation_shader") || osg::isGLExtensionSupported(contextID,"GL_OES_tessellation_shader"));
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isUniformBufferObjectSupported = validContext && osg::isGLExtensionSupported(contextID,"GL_ARB_uniform_buffer_object");
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isGetProgramBinarySupported = validContext && osg::isGLExtensionSupported(contextID,"GL_ARB_get_program_binary");
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isGpuShaderFp64Supported = validContext && osg::isGLExtensionSupported(contextID,"GL_ARB_gpu_shader_fp64");
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