Added conditionals for GLES3, added correct gl headers for GLES3 on iOS and Android to GL.in
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@@ -96,7 +96,7 @@ bool StateSetManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& aa)
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(_stateset->getTextureMode(0,GL_TEXTURE_RECTANGLE)&mode)!=0 ||
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(_stateset->getTextureMode(0,GL_TEXTURE_CUBE_MAP)&mode)!=0;
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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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_texture |= ((_stateset->getTextureMode(0,GL_TEXTURE_1D)&mode)!=0);
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#endif
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}
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@@ -181,7 +181,7 @@ void StateSetManipulator::setTextureEnabled(bool newtexture)
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if ( _texture ) mode = osg::StateAttribute::INHERIT|osg::StateAttribute::ON;
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for( unsigned int ii=0; ii<_maxNumOfTextureUnits; ii++ )
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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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_stateset->setTextureMode( ii, GL_TEXTURE_1D, mode );
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#endif
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_stateset->setTextureMode( ii, GL_TEXTURE_2D, mode );
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