Added conditionals for GLES3, added correct gl headers for GLES3 on iOS and Android to GL.in
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@@ -460,7 +460,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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}
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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) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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#endif
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@@ -469,7 +469,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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ad.dispatchArrays(state);
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ad.dispatchPrimitives();
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_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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@@ -478,14 +478,14 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
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if (_doublepass)
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{
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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) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_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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ad.dispatchPrimitives();
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_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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