Fixed build on OpenGLES-1.1 and OpenGLES-2.0 targets
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@@ -149,21 +149,19 @@
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#define GL_POLYGON 0x0009
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#define GL_QUADS 0x0007
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#define GL_QUAD_STRIP 0x0008
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void glDepthRange(double near_val, double far_val) { glDepthRangef(near_val, far_val); }
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#endif
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#ifdef OSG_GLES1_AVAILABLE
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void glColor4ubv(const GLubyte* c) { glColor4ub(c[0], c[1], c[2], c[3]); }
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void glColor3fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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void glColor4fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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void glColor3dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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void glColor4dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glColor4ubv(const GLubyte* c) { glColor4ub(c[0], c[1], c[2], c[3]); }
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inline void glColor3fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glColor3dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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void glNormal3bv(const GLbyte* n) { const float div = 1.0f/128.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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void glNormal3sv(const GLshort* n) { const float div = 1.0f/32768.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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void glNormal3fv(const GLfloat* n) { glNormal3f(n[0], n[1], n[3]); }
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void glNormal3dv(const GLdouble* n) { glNormal3f(n[0], n[1], n[3]); }
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inline void glNormal3bv(const GLbyte* n) { const float div = 1.0f/128.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3sv(const GLshort* n) { const float div = 1.0f/32768.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3fv(const GLfloat* n) { glNormal3f(n[0], n[1], n[3]); }
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inline void glNormal3dv(const GLdouble* n) { glNormal3f(n[0], n[1], n[3]); }
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#endif
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#endif // __osgGL_h
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