Moved glColor/glNormal definitions for GLES1.x from include/osg/GL to src/osg/ArrayDispatchers.cpp to avoid import/export issues on functions.
Fixed typo of GLES1 in disabling the build of OpenGL1.x/2.x specific examples
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@ -137,7 +137,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
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ADD_SUBDIRECTORY(osgwidgettable)
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ADD_SUBDIRECTORY(osgwidgetwindow)
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IF(NOT OSG_GLES2_AVAILABLE AND NOT OSG_GLES2_AVAILABLE AND NOT OSG_GL3_AVAILABLE)
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IF(NOT OSG_GLES1_AVAILABLE AND NOT OSG_GLES2_AVAILABLE AND NOT OSG_GL3_AVAILABLE)
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ADD_SUBDIRECTORY(osgscreencapture)
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ADD_SUBDIRECTORY(osgmotionblur)
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ADD_SUBDIRECTORY(osgteapot)
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@ -15,6 +15,7 @@
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#define OSG_GL 1
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#include <osg/Config>
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#include <osg/Export>
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#ifndef WIN32
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@ -161,17 +162,4 @@
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#define GL_LUMINANCE_ALPHA 0x190A
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#endif
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#ifdef OSG_GLES1_AVAILABLE
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inline void glColor4ubv(const GLubyte* c) { glColor4ub(c[0], c[1], c[2], c[3]); }
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inline void glColor3fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glColor3dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glNormal3bv(const GLbyte* n) { const float div = 1.0f/128.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3sv(const GLshort* n) { const float div = 1.0f/32768.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3fv(const GLfloat* n) { glNormal3f(n[0], n[1], n[3]); }
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inline void glNormal3dv(const GLdouble* n) { glNormal3f(n[0], n[1], n[3]); }
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#endif
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#endif // __osgGL_h
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@ -17,9 +17,21 @@
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#include <osg/Notify>
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#include <osg/io_utils>
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namespace osg
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{
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inline void glColor4ubv(const GLubyte* c) { glColor4ub(c[0], c[1], c[2], c[3]); }
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inline void glColor3fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4fv(const GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glColor3dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], 1.0f); }
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inline void glColor4dv(const GLdouble* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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inline void glNormal3bv(const GLbyte* n) { const float div = 1.0f/128.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3sv(const GLshort* n) { const float div = 1.0f/32768.0f; glNormal3f(float(n[0])*div, float(n[1])*div, float(n[3])*div); }
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inline void glNormal3fv(const GLfloat* n) { glNormal3f(n[0], n[1], n[3]); }
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inline void glNormal3dv(const GLdouble* n) { glNormal3f(n[0], n[1], n[3]); }
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template<typename T>
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class TemplateAttributeDispatch : public AttributeDispatch
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{
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