From Paul Martz, changes for compiling against OpenGL 3.x
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@@ -1353,7 +1353,7 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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{
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if (_textBB.valid())
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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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state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF);
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const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix;
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@@ -1848,7 +1848,7 @@ void Text::renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMul
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void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const
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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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unsigned int contextID = state.getContextID();
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if (!osg::PolygonOffset::areFactorAndUnitsMultipliersSet())
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@@ -1913,7 +1913,7 @@ void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMult
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void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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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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unsigned int contextID = state.getContextID();
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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@@ -1967,7 +1967,7 @@ void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMult
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// This idea comes from Paul Martz's OpenGL FAQ: 13.050
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void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const
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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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unsigned int contextID = state.getContextID();
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// Hmmm, the man page says GL_VIEWPORT_BIT for Depth range (near and far)
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@@ -2027,7 +2027,7 @@ void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultipl
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void Text::renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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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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/* Here are the steps:
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* 1) Disable drawing color
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* 2) Enable the stencil buffer
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