Make sure there will be no previous declaration errors.

This commit is contained in:
ehofman 2004-05-20 14:02:40 +00:00
parent 8e09486e82
commit 0cdcf3a3e0

View File

@ -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 );