Moved GL2Extensions functionality into the include/osg/GLExtensions header and new GLExtensions object.
Moved the #defines into new include/osg/GLDefines Converted all GL2Extensions usage to GLExtensions usage git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14593 16af8721-9629-0410-8352-f15c8da7e697
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@@ -141,7 +141,7 @@ void Texture3D::setImage(Image* image)
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void Texture3D::computeRequiredTextureDimensions(State& state, const osg::Image& image,GLsizei& inwidth, GLsizei& inheight,GLsizei& indepth, GLsizei& numMipmapLevels) const
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{
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const GL2Extensions* extensions = state.get<GL2Extensions>();
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const GLExtensions* extensions = state.get<GLExtensions>();
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int width,height,depth;
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@@ -208,7 +208,7 @@ void Texture3D::apply(State& state) const
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ElapsedTime elapsedTime(&(tom->getApplyTime()));
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tom->getNumberApplied()++;
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const GL2Extensions* extensions = state.get<GL2Extensions>();
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const GLExtensions* extensions = state.get<GLExtensions>();
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if (!extensions->isTexture3DSupported)
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{
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@@ -365,7 +365,7 @@ void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsiz
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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const GL2Extensions* extensions = GL2Extensions::Get(contextID,true);
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const GLExtensions* extensions = GLExtensions::Get(contextID,true);
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// compute the internal texture format, this set the _internalFormat to an appropriate value.
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computeInternalFormat();
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@@ -486,7 +486,7 @@ void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsiz
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void Texture3D::copyTexSubImage3D(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height )
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{
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const unsigned int contextID = state.getContextID();
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const GL2Extensions* extensions = state.get<GL2Extensions>();
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const GLExtensions* extensions = state.get<GLExtensions>();
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// get the texture object for the current contextID.
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TextureObject* textureObject = getTextureObject(contextID);
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@@ -520,7 +520,7 @@ void Texture3D::allocateMipmap(State& state) const
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if (textureObject && _textureWidth != 0 && _textureHeight != 0 && _textureDepth != 0)
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{
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const GL2Extensions* extensions = state.get<GL2Extensions>();
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const GLExtensions* extensions = state.get<GLExtensions>();
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// bind texture
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textureObject->bind();
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