Ported osgUtil, osgDB, osgGA, NodeKits and plugins to compile against OpenGL ES 1.1 and OpenGL ES 2.0.
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@@ -1351,9 +1351,9 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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if (_drawMode & FILLEDBOUNDINGBOX)
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{
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if (_textBB.valid())
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF);
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const osg::Matrix& matrix = _autoTransformCache[contextID]._matrix;
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@@ -1406,6 +1406,9 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPopAttrib();
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}
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#else
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osg::notify(osg::NOTICE)<<"Warning: Text::drawImplementation() fillMode FILLEDBOUNDINGBOX not supported"<<std::endl;
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#endif
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}
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}
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@@ -1814,7 +1817,7 @@ void Text::drawForegroundText(osg::State& state, const GlyphQuads& glyphquad, co
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if(_colorGradientMode == SOLID)
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{
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state.disableColorPointer();
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glColor4f(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
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state.Color(colorMultiplier.r()*_color.r(),colorMultiplier.g()*_color.g(),colorMultiplier.b()*_color.b(),colorMultiplier.a()*_color.a());
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}
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else
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{
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@@ -1845,9 +1848,9 @@ void Text::renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMul
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void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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unsigned int contextID = state.getContextID();
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if (!osg::PolygonOffset::areFactorAndUnitsMultipliersSet())
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{
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osg::PolygonOffset::setFactorAndUnitsMultipliersUsingBestGuessForDriver();
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@@ -1902,11 +1905,15 @@ void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMult
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}
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glPopAttrib();
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#else
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osg::notify(osg::NOTICE)<<"Warning: Text::renderWithPolygonOffset(..) not implemented."<<std::endl;
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#endif
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}
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void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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unsigned int contextID = state.getContextID();
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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@@ -1952,11 +1959,15 @@ void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMult
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}
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glPopAttrib();
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#else
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osg::notify(osg::NOTICE)<<"Warning: Text::renderWithNoDepthBuffer(..) not implemented."<<std::endl;
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#endif
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}
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// This idea comes from Paul Martz's OpenGL FAQ: 13.050
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void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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unsigned int contextID = state.getContextID();
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// Hmmm, the man page says GL_VIEWPORT_BIT for Depth range (near and far)
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@@ -2009,10 +2020,14 @@ void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultipl
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}
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glPopAttrib();
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#else
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osg::notify(osg::NOTICE)<<"Warning: Text::renderWithDepthRange(..) not implemented."<<std::endl;
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#endif
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}
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void Text::renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
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/* Here are the steps:
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* 1) Disable drawing color
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* 2) Enable the stencil buffer
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@@ -2166,4 +2181,7 @@ void Text::renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMult
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}
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glPopAttrib();
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#else
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osg::notify(osg::NOTICE)<<"Warning: Text::renderWithStencilBuffer(..) not implemented."<<std::endl;
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#endif
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}
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