More MacOS X fixes
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@ -579,13 +579,13 @@ bool RenderTexture::_Invalidate()
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_iNumStencilBits = 0;
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if (_bIsTexture)
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glDeleteTextures(1, &_iTextureID);
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glDeleteTextures(1, (const GLuint*)&_iTextureID);
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if (_bIsDepthTexture)
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{
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// [Redge]
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if (!_bHasARBDepthTexture) delete[] _pPoorDepthTexture;
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// [/Redge]
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glDeleteTextures(1, &_iDepthTextureID);
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glDeleteTextures(1, (const GLuint*)&_iDepthTextureID);
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}
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#ifdef _WIN32
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@ -726,9 +726,9 @@ bool RenderTexture::Resize(int iWidth, int iHeight)
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// Do same basic work as _Invalidate, but don't reset all our flags
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if (_bIsTexture)
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glDeleteTextures(1, &_iTextureID);
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glDeleteTextures(1, (const GLuint*)&_iTextureID);
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if (_bIsDepthTexture)
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glDeleteTextures(1, &_iDepthTextureID);
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glDeleteTextures(1, (const GLuint*)&_iDepthTextureID);
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#ifdef _WIN32
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if ( _hPBuffer )
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{
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@ -1822,7 +1822,7 @@ bool RenderTexture::_InitializeTextures()
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if (_bIsTexture)
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{
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glGenTextures(1, &_iTextureID);
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glGenTextures(1, (GLuint*)&_iTextureID);
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glBindTexture(_iTextureTarget, _iTextureID);
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// Use clamp to edge as the default texture wrap mode for all tex
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@ -1933,7 +1933,7 @@ bool RenderTexture::_InitializeTextures()
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if (_bIsDepthTexture)
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{
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glGenTextures(1, &_iDepthTextureID);
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glGenTextures(1, (GLuint*)&_iDepthTextureID);
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glBindTexture(_iTextureTarget, _iDepthTextureID);
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// Use clamp to edge as the default texture wrap mode for all tex
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@ -45,6 +45,7 @@
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* Changelog:
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*
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* Jan. 2005, Removed GLEW dependencies, Erik Hofman
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* Added MacOS X support
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*/
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#include <simgear/compiler.h>
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@ -55,6 +56,14 @@
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#ifndef _WIN32
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# include SG_GLX_H
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#endif
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#ifdef __APPLE__
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# ifndef None
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# define None false
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# endif
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# ifndef True
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# define True true
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# endif
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#endif
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#include <string>
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#include <vector>
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@ -30,7 +30,7 @@
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const float system_gamma = 1.4;
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#elif defined (sgi)
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const float system_gamma = 1.7;
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const float system_gamma = 2.0/1.7;
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#else // others
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const float system_gamma = 2.5;
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