From Jorge Ciges, "1rst - Changes in Cmake: They make possible "make install" with the android building.
2nd - Script to use a 3rd party directory with basic libraries: libjpeg,libpng,libtiff,giflib,freetype,curl,gdal. 3rd - Change in the GLES library loading for Android. That should make GLES2 work properly. 4rth- Included two defines RGB8_OES and RGBA8_OES as a substitute in GLES for RGB8 and RGBA8 5th - OpenGL and GLSL version identification changed to recognize GLES versions properly "
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@@ -377,9 +377,17 @@ void GL2Extensions::setupGL2Extensions(unsigned int contextID)
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{
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// If glGetString raises an error, assume initial release "1.00"
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while(glGetError() != GL_NO_ERROR) {} // reset error flag
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const char* langVerStr = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if( (glGetError() == GL_NO_ERROR) && langVerStr )
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_glslLanguageVersion = asciiToFloat( langVerStr );
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{
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std::string glslvs( langVerStr );
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#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
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_glslLanguageVersion = ( asciiToFloat( glslvs.substr( glslvs.find( "GLSL ES " )+8 ).c_str() ) );
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#else
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_glslLanguageVersion = ( asciiToFloat( glslvs.substr( glslvs.find( "GLSL "+5 ) ).c_str() ) );
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#endif
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}
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else
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_glslLanguageVersion = 1.0f;
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}
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