Added conditionals for GLES3, added correct gl headers for GLES3 on iOS and Android to GL.in
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@@ -519,7 +519,7 @@ void RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo)
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{
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setDrawBuffer( GL_NONE, true );
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setReadBuffer( GL_NONE, true );
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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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glDrawBuffer( GL_NONE );
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glReadBuffer( GL_NONE );
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#endif
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@@ -911,7 +911,7 @@ void RenderStage::drawInner(osg::RenderInfo& renderInfo,RenderLeaf*& previous, b
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if (!using_multiple_render_targets)
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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( getDrawBufferApplyMask() )
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glDrawBuffer(_drawBuffer);
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@@ -997,7 +997,7 @@ void RenderStage::drawInner(osg::RenderInfo& renderInfo,RenderLeaf*& previous, b
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blitMask, GL_NEAREST);
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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 (needToBlitColorBuffers)
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{
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for (FrameBufferObject::AttachmentMap::const_iterator
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@@ -1349,7 +1349,7 @@ void RenderStage::drawImplementation(osg::RenderInfo& renderInfo,RenderLeaf*& pr
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if (_clearMask & GL_DEPTH_BUFFER_BIT)
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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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glClearDepth( _clearDepth);
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#else
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glClearDepthf( _clearDepth);
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@@ -1366,7 +1366,7 @@ void RenderStage::drawImplementation(osg::RenderInfo& renderInfo,RenderLeaf*& pr
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state.haveAppliedAttribute( osg::StateAttribute::STENCIL );
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}
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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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if (_clearMask & GL_ACCUM_BUFFER_BIT)
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{
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glClearAccum( _clearAccum[0], _clearAccum[1], _clearAccum[2], _clearAccum[3]);
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@@ -1232,7 +1232,7 @@ void SceneView::draw()
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case(osg::DisplaySettings::HORIZONTAL_INTERLACE):
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case(osg::DisplaySettings::CHECKERBOARD):
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{
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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_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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if( 0 == ( _camera->getInheritanceMask() & DRAW_BUFFER) )
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{
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_renderStageLeft->setDrawBuffer(_camera->getDrawBuffer());
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