From Thomas Hogarth and Stephan Huber, "attached you'll find part one of iphone-support. It includes
* support for NPOT-textures on IOS * support for FBOs (only renderToTexture for now) on IOS (should work for other OpenGL ES 1/2 targets, too) * FileUtils-support for IOS"
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@@ -20,7 +20,7 @@
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#if defined(OSG_GLES1_AVAILABLE)
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#ifdef __APPLE__
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//if its apple include the target defines so we can check for iphone
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//if its apple include the target defines so we can check for IOS
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#include "TargetConditionals.h"
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#include <OpenGLES/ES1/gl.h>
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#else
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@@ -30,7 +30,7 @@
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#elif defined(OSG_GLES2_AVAILABLE)
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#ifdef __APPLE__
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//if its apple include the target defines so we can check for iphone
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//if its apple include the target defines so we can check for IOS
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#include "TargetConditionals.h"
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#include <OpenGLES/ES2/gl.h>
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#else
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@@ -460,6 +460,11 @@ class OSG_EXPORT GraphicsContext : public Object
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/** Get the the const list of cameras associated with this graphics context.*/
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const Cameras& getCameras() const { return _cameras; }
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/** set the default FBO-id, this id will be used when the rendering-backend is finished with RTT FBOs */
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void setDefaultFboId(GLuint i) { _defaultFboId = i; }
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GLuint getDefaultFboId() const { return _defaultFboId; }
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public:
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@@ -510,6 +515,8 @@ class OSG_EXPORT GraphicsContext : public Object
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ref_ptr<SwapCallback> _swapCallback;
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Timer_t _lastClearTick;
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GLuint _defaultFboId;
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};
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