Compatibility Fix

- Use the extension of glFrameBufferTexture2D.
This commit is contained in:
Maxime Gimeno 2015-09-01 16:19:56 +02:00
parent 9e1eda01c0
commit c6407cd19d
2 changed files with 5 additions and 4 deletions

View File

@ -32,8 +32,10 @@ public:
virtual bool inFastDrawing() const = 0;
typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor);
typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint target, GLuint attachment, GLuint textarget, GLuint texture, GLint level);
PFNGLDRAWARRAYSINSTANCEDARBPROC glDrawArraysInstanced;
PFNGLVERTEXATTRIBDIVISORARBPROC glVertexAttribDivisor;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2D;
bool extension_is_found;
GLfloat pickMatrix_[16];

View File

@ -200,8 +200,8 @@ void SplatRenderer::updateRenderBuffer()
//glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mRenderBuffer->bind();
//glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID, 0);
viewer->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_RECTANGLE, mNormalTextureID, 0);
viewer->glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)viewer->context()->getProcAddress("glFramebufferTexture2DEXT");
viewer->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, mNormalTextureID, 0);
mRenderBuffer->release();
}
@ -221,8 +221,7 @@ void SplatRenderer::updateRenderBuffer()
//glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mRenderBuffer->bind();
//glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID, 0);
viewer->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, mDepthTextureID, 0);
viewer->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, mDepthTextureID, 0);
mRenderBuffer->release();
}