From Wojciech Lewandowski, "I have extended a list of texture targets that can be used with shadow comparison. These targets are avaialble in in OpenGL 3.x shadow sampler variants. Changes are based on current SVN."
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@@ -179,6 +179,19 @@
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#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
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#endif
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#ifndef GL_TEXTURE_CUBE_MAP
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#define GL_TEXTURE_CUBE_MAP 0x8513
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#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
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#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
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#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
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#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
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#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
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#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
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#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
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#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
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#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
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#endif
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#ifndef GL_TEXTURE_BINDING_3D
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#define GL_TEXTURE_BINDING_3D 0x806A
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#endif
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@@ -1626,8 +1626,10 @@ void Texture::applyTexParameters(GLenum target, State& state) const
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}
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}
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// integer texture are not supported by the shadow
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if (extensions->isShadowSupported() && (target == GL_TEXTURE_2D || target == GL_TEXTURE_RECTANGLE) &&
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// integer textures are not supported by the shadow
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// GL_TEXTURE_1D_ARRAY_EXT could be included in the check below but its not yet implemented in OSG
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if (extensions->isShadowSupported() &&
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(target == GL_TEXTURE_2D || target == GL_TEXTURE_1D || target == GL_TEXTURE_RECTANGLE || target == GL_TEXTURE_CUBE_MAP || target == GL_TEXTURE_2D_ARRAY_EXT ) &&
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_internalFormatType != SIGNED_INTEGER && _internalFormatType != UNSIGNED_INTEGER)
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{
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if (_use_shadow_comparison)
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