Merge branch 'master' into shader_pipeline
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commit
1ae954f5c3
@ -1,4 +1,4 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2014 Robert Osfield
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2017 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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* Copyright (C) 2004-2005 Nathan Cournia
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* Copyright (C) 2007 Art Tevs
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@ -631,14 +631,13 @@ typedef char GLchar;
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#endif
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#ifndef GL_TEXTURE_2D_ARRAY
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#define GL_TEXTURE_2D_ARRAY 0x8C1A
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#define GL_TEXTURE_2D_ARRAY 0x8C1A
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#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
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#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
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#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
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#define GL_COMPARE_REF_DEPTH_TO_TEXTURE 0x884E
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#define GL_SAMPLER_2D_ARRAY 0x8DC1
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#define GL_SAMPLER_2D_ARRAY_SHADO 0x8DC4
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#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
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#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
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#endif
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@ -345,6 +345,7 @@ void Texture2DArray::apply(State& state) const
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// bind texture
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_2D_ARRAY, state);
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// First we need to allocate the texture memory
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@ -434,6 +435,7 @@ void Texture2DArray::apply(State& state) const
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contextID, GL_TEXTURE_2D_ARRAY,_numMipmapLevels,_internalFormat, _textureWidth, _textureHeight, _textureDepth,0);
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_2D_ARRAY,state);
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extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
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