diff --git a/simgear/scene/viewer/CompositorBuffer.cxx b/simgear/scene/viewer/CompositorBuffer.cxx index ea4d2e32..9a4b38be 100644 --- a/simgear/scene/viewer/CompositorBuffer.cxx +++ b/simgear/scene/viewer/CompositorBuffer.cxx @@ -33,6 +33,19 @@ #include "Compositor.hxx" #include "CompositorUtil.hxx" +#ifndef GL_R11F_G11F_B10F +#define GL_R11F_G11F_B10F 0x8C3A +#endif +#ifndef GL_UNSIGNED_INT_10F_11F_11F_REV +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#endif +#ifndef GL_DEPTH32F_STENCIL8 +#define GL_DEPTH32F_STENCIL8 0x8CAD +#endif +#ifndef GL_FLOAT_32_UNSIGNED_INT_24_8_REV +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#endif + namespace simgear { namespace compositor { @@ -54,9 +67,11 @@ PropStringMap buffer_format_map { {"r32f", {GL_R32F, GL_RED, GL_FLOAT}}, {"rg16f", {GL_RG16F, GL_RG, GL_HALF_FLOAT}}, {"rg32f", {GL_RG32F, GL_RG, GL_FLOAT}}, + {"r11f-g11f-b10f", {GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV}}, {"depth16", {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}}, {"depth24", {GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}}, - {"depth32f", {GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}} + {"depth32f", {GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}}, + {"depth32f-stencil", {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV}} }; PropStringMap wrap_mode_map = {