Merge branch 'master' into shader_pipeline

This commit is contained in:
Robert Osfield 2018-02-23 09:58:16 +00:00
commit fc128db510
2 changed files with 7 additions and 7 deletions

View File

@ -736,7 +736,7 @@ GLExtensions::GLExtensions(unsigned int in_contextID):
setGLExtensionFuncPtr(glTexBuffer, "glTexBuffer","glTexBufferARB" , validContext); setGLExtensionFuncPtr(glTexBuffer, "glTexBuffer","glTexBufferARB" , validContext);
isVBOSupported = validContext && (OSG_GLES2_FEATURES || OSG_GLES3_FEATURES || OSG_GL3_FEATURES || osg::isGLExtensionSupported(contextID,"GL_ARB_vertex_buffer_object")); isVBOSupported = validContext && (OSG_GLES2_FEATURES || OSG_GLES3_FEATURES || OSG_GL3_FEATURES || osg::isGLExtensionSupported(contextID,"GL_ARB_vertex_buffer_object"));
isPBOSupported = validContext && (OSG_GLES2_FEATURES || OSG_GLES3_FEATURES || OSG_GL3_FEATURES || osg::isGLExtensionSupported(contextID,"GL_ARB_pixel_buffer_object")); isPBOSupported = validContext && (OSG_GLES3_FEATURES || OSG_GL3_FEATURES || osg::isGLExtensionSupported(contextID,"GL_ARB_pixel_buffer_object"));
isTBOSupported = validContext && osg::isGLExtensionSupported(contextID,"GL_ARB_texture_buffer_object"); isTBOSupported = validContext && osg::isGLExtensionSupported(contextID,"GL_ARB_texture_buffer_object");
isVAOSupported = validContext && (OSG_GLES3_FEATURES || OSG_GL3_FEATURES || osg::isGLExtensionSupported(contextID, "GL_ARB_vertex_array_object", "GL_OES_vertex_array_object")); isVAOSupported = validContext && (OSG_GLES3_FEATURES || OSG_GL3_FEATURES || osg::isGLExtensionSupported(contextID, "GL_ARB_vertex_array_object", "GL_OES_vertex_array_object"));
isTransformFeedbackSupported = validContext && osg::isGLExtensionSupported(contextID, "GL_ARB_transform_feedback2"); isTransformFeedbackSupported = validContext && osg::isGLExtensionSupported(contextID, "GL_ARB_transform_feedback2");

View File

@ -517,9 +517,9 @@ void RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo)
// and before call to glCheckFramebufferStatus // and before call to glCheckFramebufferStatus
if ( !colorAttached ) if ( !colorAttached )
{ {
setDrawBuffer( GL_NONE, true );
setReadBuffer( GL_NONE, true );
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
setDrawBuffer( GL_NONE, false );
setReadBuffer( GL_NONE, false );
glDrawBuffer( GL_NONE ); glDrawBuffer( GL_NONE );
glReadBuffer( GL_NONE ); glReadBuffer( GL_NONE );
#endif #endif