Added conditionals for GLES3, added correct gl headers for GLES3 on iOS and Android to GL.in

This commit is contained in:
Thomas Hogarth
2017-03-15 01:35:58 +00:00
parent 6670a6e070
commit 76fe572934
24 changed files with 80 additions and 65 deletions

View File

@@ -96,7 +96,7 @@ bool StateSetManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& aa)
(_stateset->getTextureMode(0,GL_TEXTURE_RECTANGLE)&mode)!=0 ||
(_stateset->getTextureMode(0,GL_TEXTURE_CUBE_MAP)&mode)!=0;
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
_texture |= ((_stateset->getTextureMode(0,GL_TEXTURE_1D)&mode)!=0);
#endif
}
@@ -181,7 +181,7 @@ void StateSetManipulator::setTextureEnabled(bool newtexture)
if ( _texture ) mode = osg::StateAttribute::INHERIT|osg::StateAttribute::ON;
for( unsigned int ii=0; ii<_maxNumOfTextureUnits; ii++ )
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
_stateset->setTextureMode( ii, GL_TEXTURE_1D, mode );
#endif
_stateset->setTextureMode( ii, GL_TEXTURE_2D, mode );