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

@@ -460,7 +460,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
}
// set up depth mask for first rendering pass
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
glPushAttrib(GL_DEPTH_BUFFER_BIT);
#endif
@@ -469,7 +469,7 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
ad.dispatchArrays(state);
ad.dispatchPrimitives();
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
// restore depth mask settings
glPopAttrib();
#endif
@@ -478,14 +478,14 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
if (_doublepass)
{
// set up color mask for second rendering pass
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
glPushAttrib(GL_COLOR_BUFFER_BIT);
#endif
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
ad.dispatchPrimitives();
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
// restore color mask settings
glPopAttrib();
#endif