More gles3 tweaks

This commit is contained in:
Thomas Hogarth 2017-03-17 18:01:44 +00:00
parent eea3d559a7
commit 1deaac7508
4 changed files with 11 additions and 10 deletions

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@ -6,7 +6,7 @@ SET(TARGET_SRC
osgIPhoneViewer-Info.plist osgIPhoneViewer-Info.plist
) )
SET(TARGET_ADDED_LIBRARIES osgdb_osg osgdb_imageio osgdb_avfoundation) SET(TARGET_ADDED_LIBRARIES osgdb_osg osgdb_imageio) # osgdb_avfoundation doesn't seem to get added on iOS?
#backup setting #backup setting
SET(TMP_OSG_BUILD_APPLICATION_BUNDLES {$OSG_BUILD_APPLICATION_BUNDLES}) SET(TMP_OSG_BUILD_APPLICATION_BUNDLES {$OSG_BUILD_APPLICATION_BUNDLES})

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@ -14,6 +14,6 @@ USE_GRAPICSWINDOW_IMPLEMENTATION(IOS)
USE_OSGPLUGIN(osg) USE_OSGPLUGIN(osg)
USE_OSGPLUGIN(imageio) USE_OSGPLUGIN(imageio)
USE_OSGPLUGIN(avfoundation) //USE_OSGPLUGIN(avfoundation)
//USE_OSGPLUGIN(freetype) //USE_OSGPLUGIN(freetype)

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@ -1150,7 +1150,7 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
osg::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false); osg::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false);
osg::State::ApplyTextureModeProxy applyTextureMode(state, 0, GL_TEXTURE_2D, false); osg::State::ApplyTextureModeProxy applyTextureMode(state, 0, GL_TEXTURE_2D, false);
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
switch(_backdropImplementation) switch(_backdropImplementation)
{ {
case NO_DEPTH_BUFFER: case NO_DEPTH_BUFFER:
@ -1182,7 +1182,7 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
(*itr)->draw(state, usingVertexBufferObjects); (*itr)->draw(state, usingVertexBufferObjects);
} }
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
switch(_backdropImplementation) switch(_backdropImplementation)
{ {
case NO_DEPTH_BUFFER: case NO_DEPTH_BUFFER:
@ -1492,7 +1492,7 @@ void Text::drawTextWithBackdrop(osg::State& state, const osg::Vec4& colorMultipl
void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const
{ {
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects); bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
VertexArrayState* vas = state.getCurrentVertexArrayState(); VertexArrayState* vas = state.getCurrentVertexArrayState();
@ -1557,7 +1557,7 @@ void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMult
void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
{ {
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)&& !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects); bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
@ -1609,7 +1609,7 @@ void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMult
// This idea comes from Paul Martz's OpenGL FAQ: 13.050 // This idea comes from Paul Martz's OpenGL FAQ: 13.050
void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const
{ {
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects); bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
@ -1665,7 +1665,7 @@ void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultipl
void Text::renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const void Text::renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
{ {
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects); bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);

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@ -9,8 +9,9 @@
#if OSG_GLES1_FEATURES #if OSG_GLES1_FEATURES
#import <OpenGLES/ES1/glext.h> #import <OpenGLES/ES1/glext.h>
#else #else
#if defined(OSG_GLES2_FEATURES)
#import <OpenGLES/ES2/glext.h> #import <OpenGLES/ES2/glext.h>
#if defined(OSG_GLES3_FEATURES) #elif defined(OSG_GLES3_FEATURES)
#import <OpenGLES/ES3/glext.h> #import <OpenGLES/ES3/glext.h>
#endif #endif