Fix for MacOSX build, making sure that the compresed tex image is defined
on all builds by removing the #ifdef's but then changing the name used in the typedef so it doesn't collide with local implementations.
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@@ -11,9 +11,7 @@
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#include <osg/GLU>
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#ifndef GL_ARB_texture_compression
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typedef void (APIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
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#endif
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typedef void (APIENTRY * MyCompressedTexImage2DArbProc) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
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using namespace osg;
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@@ -433,7 +431,7 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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// an experiment to look at the changes in performance
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// when use 16 bit textures rather than 24/32bit textures.
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// internalFormat = GL_RGBA4;
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static PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glCompressedTexImage2D_ptr =
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static MyCompressedTexImage2DArbProc glCompressedTexImage2D_ptr =
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(PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)getGLExtensionFuncPtr("glCompressedTexImage2DARB");
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if (_subloadMode == OFF) {
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