mirror of https://github.com/CGAL/cgal
Compatibility Fix
- Use the extension of glFrameBufferTexture2D.
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9e1eda01c0
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c6407cd19d
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@ -32,8 +32,10 @@ public:
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virtual bool inFastDrawing() const = 0;
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typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
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typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor);
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typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint target, GLuint attachment, GLuint textarget, GLuint texture, GLint level);
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PFNGLDRAWARRAYSINSTANCEDARBPROC glDrawArraysInstanced;
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PFNGLVERTEXATTRIBDIVISORARBPROC glVertexAttribDivisor;
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PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2D;
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bool extension_is_found;
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GLfloat pickMatrix_[16];
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@ -200,8 +200,8 @@ void SplatRenderer::updateRenderBuffer()
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//glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mRenderBuffer->bind();
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//glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID, 0);
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viewer->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_RECTANGLE, mNormalTextureID, 0);
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viewer->glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)viewer->context()->getProcAddress("glFramebufferTexture2DEXT");
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viewer->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID, 0);
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mRenderBuffer->release();
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}
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@ -221,8 +221,7 @@ void SplatRenderer::updateRenderBuffer()
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//glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mRenderBuffer->bind();
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//glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID, 0);
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viewer->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, mDepthTextureID, 0);
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viewer->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID, 0);
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mRenderBuffer->release();
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}
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