Added CMake support for specifying what OpenGL target and features that the OpenSceneGraph build should use.

Added use of the new Cmake generated #define's for optionally compiling parts of the OpenSceneGraph's OpenGL support for the various OpenGL targets
This commit is contained in:
Robert Osfield
2009-10-23 13:19:57 +00:00
parent 023fb109a3
commit 327b67a305
26 changed files with 174 additions and 32 deletions

View File

@@ -23,15 +23,21 @@
void osg::flushDeletedGLObjects(unsigned int contextID, double currentTime, double& availableTime)
{
osg::GLBufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushDeletedDisplayLists(contextID,availableTime);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::Texture::flushDeletedTextureObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
}
@@ -39,28 +45,41 @@ void osg::flushAllDeletedGLObjects(unsigned int contextID)
{
double currentTime = DBL_MAX;
double availableTime = DBL_MAX;
osg::GLBufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::Texture::flushAllDeletedTextureObjects(contextID);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
}
void osg::discardAllDeletedGLObjects(unsigned int contextID)
{
osg::GLBufferObject::discardAllDeletedBufferObjects(contextID);
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::discardAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::discardDeletedFragmentProgramObjects(contextID);
osg::VertexProgram::discardDeletedVertexProgramObjects(contextID);
#endif
osg::GLBufferObject::discardAllDeletedBufferObjects(contextID);
osg::FrameBufferObject::discardDeletedFrameBufferObjects(contextID);
osg::Program::discardDeletedGlPrograms(contextID);
osg::RenderBuffer::discardDeletedRenderBuffers(contextID);
osg::Shader::discardDeletedGlShaders(contextID);
osg::Texture::discardAllDeletedTextureObjects(contextID);
osg::VertexProgram::discardDeletedVertexProgramObjects(contextID);
osg::OcclusionQueryNode::discardDeletedQueryObjects(contextID);
}