Make sure there will be no previous declaration errors.
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8e09486e82
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@ -52,8 +52,8 @@ static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
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static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
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static GLuint normalization_cube_map;
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static glActiveTextureProc glActiveTextureARB = 0;
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static glClientActiveTextureProc glClientActiveTextureARB = 0;
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static glActiveTextureProc glActiveTexturePtr = 0;
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static glClientActiveTextureProc glClientActiveTexturePtr = 0;
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bool SGCloudLayer::enable_bump_mapping = false;
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@ -327,8 +327,8 @@ SGCloudLayer::rebuild()
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//
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SGPath cloud_path;
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glActiveTextureARB = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
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glClientActiveTextureARB = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
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glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
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glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
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cloud_path.set(texture_path.str());
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cloud_path.append("overcast.rgb");
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@ -868,15 +868,15 @@ void SGCloudLayer::draw( bool top ) {
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
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glActiveTextureARB( GL_TEXTURE0_ARB );
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glActiveTexturePtr( GL_TEXTURE0_ARB );
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glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
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glEnable( GL_TEXTURE_2D );
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//Bind normalisation cube map to texture unit 1
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glActiveTextureARB( GL_TEXTURE1_ARB );
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glActiveTexturePtr( GL_TEXTURE1_ARB );
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glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
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glEnable( GL_TEXTURE_CUBE_MAP_ARB );
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glActiveTextureARB( GL_TEXTURE0_ARB );
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glActiveTexturePtr( GL_TEXTURE0_ARB );
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//Set vertex arrays for cloud
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glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
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@ -892,7 +892,7 @@ void SGCloudLayer::draw( bool top ) {
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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//Send tangent space light vectors for normalisation to unit 1
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glClientActiveTextureARB( GL_TEXTURE1_ARB );
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glClientActiveTexturePtr( GL_TEXTURE1_ARB );
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glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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@ -903,7 +903,7 @@ void SGCloudLayer::draw( bool top ) {
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
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glActiveTextureARB( GL_TEXTURE1_ARB );
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glActiveTexturePtr( GL_TEXTURE1_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
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@ -911,10 +911,10 @@ void SGCloudLayer::draw( bool top ) {
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
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if ( nb_texture_unit >= 3 ) {
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glActiveTextureARB( GL_TEXTURE2_ARB );
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glActiveTexturePtr( GL_TEXTURE2_ARB );
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glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
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glClientActiveTextureARB( GL_TEXTURE2_ARB );
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glClientActiveTexturePtr( GL_TEXTURE2_ARB );
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glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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@ -932,8 +932,8 @@ void SGCloudLayer::draw( bool top ) {
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB );
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glClientActiveTextureARB( GL_TEXTURE0_ARB );
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glActiveTextureARB( GL_TEXTURE0_ARB );
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glClientActiveTexturePtr( GL_TEXTURE0_ARB );
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glActiveTexturePtr( GL_TEXTURE0_ARB );
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//Draw cloud layer
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glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
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@ -942,24 +942,24 @@ void SGCloudLayer::draw( bool top ) {
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glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
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glDisable( GL_TEXTURE_2D );
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glActiveTextureARB( GL_TEXTURE1_ARB );
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glActiveTexturePtr( GL_TEXTURE1_ARB );
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glDisable( GL_TEXTURE_CUBE_MAP_ARB );
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glActiveTextureARB( GL_TEXTURE2_ARB );
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glActiveTexturePtr( GL_TEXTURE2_ARB );
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glDisable( GL_TEXTURE_2D );
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glActiveTextureARB( GL_TEXTURE0_ARB );
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glActiveTexturePtr( GL_TEXTURE0_ARB );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glClientActiveTextureARB( GL_TEXTURE1_ARB );
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glClientActiveTexturePtr( GL_TEXTURE1_ARB );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glClientActiveTextureARB( GL_TEXTURE2_ARB );
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glClientActiveTexturePtr( GL_TEXTURE2_ARB );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glClientActiveTextureARB( GL_TEXTURE0_ARB );
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glClientActiveTexturePtr( GL_TEXTURE0_ARB );
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glDisableClientState( GL_COLOR_ARRAY );
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} else {
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glClientActiveTextureARB( GL_TEXTURE0_ARB );
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glActiveTextureARB( GL_TEXTURE0_ARB );
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glClientActiveTexturePtr( GL_TEXTURE0_ARB );
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glActiveTexturePtr( GL_TEXTURE0_ARB );
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//Draw cloud layer
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glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
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@ -971,17 +971,17 @@ void SGCloudLayer::draw( bool top ) {
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//Disable textures
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glDisable( GL_TEXTURE_2D );
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glActiveTextureARB( GL_TEXTURE1_ARB );
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glActiveTexturePtr( GL_TEXTURE1_ARB );
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glDisable( GL_TEXTURE_CUBE_MAP_ARB );
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glActiveTextureARB( GL_TEXTURE0_ARB );
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glActiveTexturePtr( GL_TEXTURE0_ARB );
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//disable vertex arrays
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glClientActiveTextureARB( GL_TEXTURE1_ARB );
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glClientActiveTexturePtr( GL_TEXTURE1_ARB );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glClientActiveTextureARB( GL_TEXTURE0_ARB );
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glClientActiveTexturePtr( GL_TEXTURE0_ARB );
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//Return to standard modulate texenv
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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