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https://github.com/phoboslab/wipeout-rewrite
synced 2025-01-13 20:01:54 +01:00
Use glGenTextures() and glFramebufferTexture2D() everywhere instead of creating stubs; close #20
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1 changed files with 3 additions and 16 deletions
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@ -3,10 +3,7 @@
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#if defined(__APPLE__) && defined(__MACH__)
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#if defined(__APPLE__) && defined(__MACH__)
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#include <OpenGL/gl.h>
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#include <OpenGL/glext.h>
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void glCreateTextures(GLuint ignored, GLsizei n, GLuint *name) {
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glGenTextures(1, name);
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}
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#define glGenVertexArrays glGenVertexArraysAPPLE
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#define glGenVertexArrays glGenVertexArraysAPPLE
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#define glBindVertexArray glBindVertexArrayAPPLE
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#define glBindVertexArray glBindVertexArrayAPPLE
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#define glDeleteVertexArrays glDeleteVertexArraysAPPLE
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#define glDeleteVertexArrays glDeleteVertexArraysAPPLE
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@ -15,16 +12,6 @@
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#elif defined(__unix__)
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#elif defined(__unix__)
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#include <GL/glew.h>
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#include <GL/glew.h>
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#ifdef __EMSCRIPTEN__
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void glCreateTextures(GLuint ignored, GLsizei n, GLuint *name) {
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glGenTextures(1, name);
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}
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void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) {
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glFramebufferTexture2D(target, attachment, GL_TEXTURE_2D, texture, level);
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}
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#endif
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// WINDOWS
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// WINDOWS
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#else
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#else
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#include <windows.h>
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#include <windows.h>
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@ -419,7 +406,7 @@ void render_init(vec2i_t screen_size) {
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// Atlas Texture
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// Atlas Texture
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glCreateTextures(GL_TEXTURE_2D, 1, &atlas_texture);
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glGenTextures(1, &atlas_texture);
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glBindTexture(GL_TEXTURE_2D, atlas_texture);
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glBindTexture(GL_TEXTURE_2D, atlas_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, RENDER_USE_MIPMAPS ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, RENDER_USE_MIPMAPS ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
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@ -559,7 +546,7 @@ void render_set_resolution(render_resolution_t res) {
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glBindFramebuffer(GL_FRAMEBUFFER, backbuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, backbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, backbuffer_depth_buffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, backbuffer_depth_buffer);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, backbuffer_texture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, backbuffer_texture, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, RENDER_DEPTH_BUFFER_INTERNAL_FORMAT, backbuffer_size.x, backbuffer_size.y);
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glRenderbufferStorage(GL_RENDERBUFFER, RENDER_DEPTH_BUFFER_INTERNAL_FORMAT, backbuffer_size.x, backbuffer_size.y);
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