Added more plugins and texture shader to iOS example, fixed a couple of missed if defines for GLES3
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@@ -49,7 +49,7 @@ unsigned int PrimitiveSet::getNumPrimitives() const
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//
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void DrawArrays::draw(State& state, bool) const
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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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GLenum mode = _mode;
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if (_mode==GL_QUADS)
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{
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@@ -109,7 +109,7 @@ unsigned int DrawArrayLengths::getNumPrimitives() const
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void DrawArrayLengths::draw(State& state, bool) const
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{
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GLenum mode = _mode;
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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 (_mode==GL_QUADS)
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{
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GLint first = _first;
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@@ -188,7 +188,7 @@ DrawElementsUByte::~DrawElementsUByte()
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void DrawElementsUByte::draw(State& state, bool useVertexBufferObjects) const
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{
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GLenum mode = _mode;
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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 (mode==GL_POLYGON) mode = GL_TRIANGLE_FAN;
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if (mode==GL_QUAD_STRIP) mode = GL_TRIANGLE_STRIP;
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#endif
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@@ -250,7 +250,7 @@ DrawElementsUShort::~DrawElementsUShort()
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void DrawElementsUShort::draw(State& state, bool useVertexBufferObjects) const
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{
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GLenum mode = _mode;
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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 (mode==GL_POLYGON) mode = GL_TRIANGLE_FAN;
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if (mode==GL_QUAD_STRIP) mode = GL_TRIANGLE_STRIP;
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#endif
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@@ -311,7 +311,7 @@ DrawElementsUInt::~DrawElementsUInt()
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void DrawElementsUInt::draw(State& state, bool useVertexBufferObjects) const
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{
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GLenum mode = _mode;
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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 (mode==GL_POLYGON) mode = GL_TRIANGLE_FAN;
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if (mode==GL_QUAD_STRIP) mode = GL_TRIANGLE_STRIP;
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#endif
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