More gles3 tweaks
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@ -6,7 +6,7 @@ SET(TARGET_SRC
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osgIPhoneViewer-Info.plist
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)
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SET(TARGET_ADDED_LIBRARIES osgdb_osg osgdb_imageio osgdb_avfoundation)
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SET(TARGET_ADDED_LIBRARIES osgdb_osg osgdb_imageio) # osgdb_avfoundation doesn't seem to get added on iOS?
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#backup setting
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SET(TMP_OSG_BUILD_APPLICATION_BUNDLES {$OSG_BUILD_APPLICATION_BUNDLES})
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@ -14,6 +14,6 @@ USE_GRAPICSWINDOW_IMPLEMENTATION(IOS)
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USE_OSGPLUGIN(osg)
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USE_OSGPLUGIN(imageio)
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USE_OSGPLUGIN(avfoundation)
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//USE_OSGPLUGIN(avfoundation)
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//USE_OSGPLUGIN(freetype)
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@ -1150,7 +1150,7 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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osg::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false);
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osg::State::ApplyTextureModeProxy applyTextureMode(state, 0, GL_TEXTURE_2D, false);
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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switch(_backdropImplementation)
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{
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case NO_DEPTH_BUFFER:
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@ -1182,7 +1182,7 @@ void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplie
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(*itr)->draw(state, usingVertexBufferObjects);
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}
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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switch(_backdropImplementation)
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{
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case NO_DEPTH_BUFFER:
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@ -1492,7 +1492,7 @@ void Text::drawTextWithBackdrop(osg::State& state, const osg::Vec4& colorMultipl
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void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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VertexArrayState* vas = state.getCurrentVertexArrayState();
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@ -1557,7 +1557,7 @@ void Text::renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMult
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void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)&& !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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@ -1609,7 +1609,7 @@ void Text::renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMult
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// This idea comes from Paul Martz's OpenGL FAQ: 13.050
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void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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@ -1665,7 +1665,7 @@ void Text::renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultipl
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void Text::renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const
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{
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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bool usingVertexBufferObjects = state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects);
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@ -9,8 +9,9 @@
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#if OSG_GLES1_FEATURES
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#import <OpenGLES/ES1/glext.h>
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#else
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#if defined(OSG_GLES2_FEATURES)
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#import <OpenGLES/ES2/glext.h>
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#if defined(OSG_GLES3_FEATURES)
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#elif defined(OSG_GLES3_FEATURES)
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#import <OpenGLES/ES3/glext.h>
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#endif
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