second attempt to fix compilation problem with 2D shaders on systems without GLExt or without shader support: use GL_ARB_shader_objects to conditionally compile the 2D shader code
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@ -92,7 +92,7 @@ RAS_2DFilterManager::~RAS_2DFilterManager()
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unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource)
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{
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GLuint program = 0;
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#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
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#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
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GLuint fShader = bgl::blCreateShaderObjectARB(GL_FRAGMENT_SHADER);
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GLint success;
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@ -162,7 +162,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
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void RAS_2DFilterManager::StartShaderProgram(unsigned int shaderprogram)
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{
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#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
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#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
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GLint uniformLoc;
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bgl::blUseProgramObjectARB(shaderprogram);
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uniformLoc = bgl::blGetUniformLocationARB(shaderprogram, "bgl_RenderedTexture");
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@ -190,7 +190,7 @@ void RAS_2DFilterManager::StartShaderProgram(unsigned int shaderprogram)
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void RAS_2DFilterManager::EndShaderProgram()
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{
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#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
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#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
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bgl::blUseProgramObjectARB(0);
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#endif
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}
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@ -302,7 +302,7 @@ void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_Str
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{
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if(!isshadersupported)
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return;
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#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
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#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
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if(pass<0 || pass>=MAX_RENDER_PASS)
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return;
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