Added conditionals for GLES3, added correct gl headers for GLES3 on iOS and Android to GL.in
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@@ -129,7 +129,7 @@ void Texture1D::setImage(Image* image)
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void Texture1D::apply(State& state) 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_GLES3_AVAILABLE)
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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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@@ -267,7 +267,7 @@ void Texture1D::computeInternalFormat() const
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void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& numMipmapLevels) 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_GLES3_AVAILABLE)
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// if we don't have a valid image we can't create a texture!
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if (!image || !image->data())
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return;
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@@ -378,7 +378,7 @@ void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsiz
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void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
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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_GLES3_AVAILABLE)
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const unsigned int contextID = state.getContextID();
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// get the texture object for the current contextID.
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@@ -435,7 +435,7 @@ void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
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void Texture1D::copyTexSubImage1D(State& state, int xoffset, int x, int y, int width)
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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_GLES3_AVAILABLE)
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const unsigned int contextID = state.getContextID();
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// get the texture object for the current contextID.
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@@ -467,7 +467,7 @@ void Texture1D::copyTexSubImage1D(State& state, int xoffset, int x, int y, int w
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void Texture1D::allocateMipmap(State& state) 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_GLES3_AVAILABLE)
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const unsigned int contextID = state.getContextID();
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// get the texture object for the current contextID.
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