From Paul Martz, changes for compiling against OpenGL 3.x
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@@ -106,7 +106,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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osg::Matrix modelview = state.getModelViewMatrix();
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// set up depth mask for first rendering pass
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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#endif
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@@ -115,7 +115,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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// render, first pass
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single_pass_render(state, modelview);
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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// restore depth mask settings
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glPopAttrib();
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#endif
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@@ -123,7 +123,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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// render, second pass
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if (_doublepass) {
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// set up color mask for second rendering pass
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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glPushAttrib(GL_COLOR_BUFFER_BIT);
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#endif
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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@@ -131,13 +131,13 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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// render the particles onto the depth buffer
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single_pass_render(state, modelview);
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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// restore color mask settings
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glPopAttrib();
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#endif
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}
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#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
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#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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osg::notify(osg::NOTICE)<<"Warning: ParticleSystem::drawImplementation(..) not fully implemented."<<std::endl;
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#endif
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