#ifdefs for option GL texture compression constants - should fix Windows as well as Mac

This commit is contained in:
James Turner
2012-01-11 23:41:02 +00:00
parent 8fc97ea1ce
commit 6c31a721b8

View File

@@ -236,24 +236,30 @@ ModelRegistry::readImage(const string& fileName,
// GL_EXT_texture_compression_s3tc
// patented, no way to decompress these
#if defined(GL_COMPRESSED_RGB_S3TC_DXT1_EXT)
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
#endif
#if defined(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT)
// GL_EXT_texture_sRGB
// patented, no way to decompress these
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
#endif
#if defined(GL_COMPRESSED_RGB_FXT1_3DFX)
// GL_TDFX_texture_compression_FXT1
// can decompress these in software but
// no code present in simgear.
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
#endif
// GL_EXT_texture_compression_rgtc
// can decompress these in software but
// no code present in simgear.