diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index 5b6fcaea..9e848e3b 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -52,8 +52,8 @@ static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 }; static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 }; static GLuint normalization_cube_map; -static glActiveTextureProc glActiveTextureARB = 0; -static glClientActiveTextureProc glClientActiveTextureARB = 0; +static glActiveTextureProc glActiveTexturePtr = 0; +static glClientActiveTextureProc glClientActiveTexturePtr = 0; bool SGCloudLayer::enable_bump_mapping = false; @@ -327,8 +327,8 @@ SGCloudLayer::rebuild() // SGPath cloud_path; - glActiveTextureARB = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB"); - glClientActiveTextureARB = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB"); + glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB"); + glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB"); cloud_path.set(texture_path.str()); cloud_path.append("overcast.rgb"); @@ -868,15 +868,15 @@ void SGCloudLayer::draw( bool top ) { sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 ); glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color ); - glActiveTextureARB( GL_TEXTURE0_ARB ); + glActiveTexturePtr( GL_TEXTURE0_ARB ); glBindTexture( GL_TEXTURE_2D, normal->getHandle() ); glEnable( GL_TEXTURE_2D ); //Bind normalisation cube map to texture unit 1 - glActiveTextureARB( GL_TEXTURE1_ARB ); + glActiveTexturePtr( GL_TEXTURE1_ARB ); glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map ); glEnable( GL_TEXTURE_CUBE_MAP_ARB ); - glActiveTextureARB( GL_TEXTURE0_ARB ); + glActiveTexturePtr( GL_TEXTURE0_ARB ); //Set vertex arrays for cloud glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position ); @@ -892,7 +892,7 @@ void SGCloudLayer::draw( bool top ) { glEnableClientState( GL_TEXTURE_COORD_ARRAY ); //Send tangent space light vectors for normalisation to unit 1 - glClientActiveTextureARB( GL_TEXTURE1_ARB ); + glClientActiveTexturePtr( GL_TEXTURE1_ARB ); glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); @@ -903,7 +903,7 @@ void SGCloudLayer::draw( bool top ) { glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE ); - glActiveTextureARB( GL_TEXTURE1_ARB ); + glActiveTexturePtr( GL_TEXTURE1_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE ); @@ -911,10 +911,10 @@ void SGCloudLayer::draw( bool top ) { glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB ); if ( nb_texture_unit >= 3 ) { - glActiveTextureARB( GL_TEXTURE2_ARB ); + glActiveTexturePtr( GL_TEXTURE2_ARB ); glBindTexture( GL_TEXTURE_2D, decal->getHandle() ); - glClientActiveTextureARB( GL_TEXTURE2_ARB ); + glClientActiveTexturePtr( GL_TEXTURE2_ARB ); glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); @@ -932,8 +932,8 @@ void SGCloudLayer::draw( bool top ) { glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB ); - glClientActiveTextureARB( GL_TEXTURE0_ARB ); - glActiveTextureARB( GL_TEXTURE0_ARB ); + glClientActiveTexturePtr( GL_TEXTURE0_ARB ); + glActiveTexturePtr( GL_TEXTURE0_ARB ); //Draw cloud layer glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] ); @@ -942,24 +942,24 @@ void SGCloudLayer::draw( bool top ) { glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] ); glDisable( GL_TEXTURE_2D ); - glActiveTextureARB( GL_TEXTURE1_ARB ); + glActiveTexturePtr( GL_TEXTURE1_ARB ); glDisable( GL_TEXTURE_CUBE_MAP_ARB ); - glActiveTextureARB( GL_TEXTURE2_ARB ); + glActiveTexturePtr( GL_TEXTURE2_ARB ); glDisable( GL_TEXTURE_2D ); - glActiveTextureARB( GL_TEXTURE0_ARB ); + glActiveTexturePtr( GL_TEXTURE0_ARB ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); - glClientActiveTextureARB( GL_TEXTURE1_ARB ); + glClientActiveTexturePtr( GL_TEXTURE1_ARB ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); - glClientActiveTextureARB( GL_TEXTURE2_ARB ); + glClientActiveTexturePtr( GL_TEXTURE2_ARB ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); - glClientActiveTextureARB( GL_TEXTURE0_ARB ); + glClientActiveTexturePtr( GL_TEXTURE0_ARB ); glDisableClientState( GL_COLOR_ARRAY ); } else { - glClientActiveTextureARB( GL_TEXTURE0_ARB ); - glActiveTextureARB( GL_TEXTURE0_ARB ); + glClientActiveTexturePtr( GL_TEXTURE0_ARB ); + glActiveTexturePtr( GL_TEXTURE0_ARB ); //Draw cloud layer glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] ); @@ -971,17 +971,17 @@ void SGCloudLayer::draw( bool top ) { //Disable textures glDisable( GL_TEXTURE_2D ); - glActiveTextureARB( GL_TEXTURE1_ARB ); + glActiveTexturePtr( GL_TEXTURE1_ARB ); glDisable( GL_TEXTURE_CUBE_MAP_ARB ); - glActiveTextureARB( GL_TEXTURE0_ARB ); + glActiveTexturePtr( GL_TEXTURE0_ARB ); //disable vertex arrays glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); - glClientActiveTextureARB( GL_TEXTURE1_ARB ); + glClientActiveTexturePtr( GL_TEXTURE1_ARB ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); - glClientActiveTextureARB( GL_TEXTURE0_ARB ); + glClientActiveTexturePtr( GL_TEXTURE0_ARB ); //Return to standard modulate texenv glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );