Commit e8316e61 authored by Jan Möbius's avatar Jan Möbius

Wrong define

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@12761 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 0953a0ab
...@@ -123,7 +123,7 @@ void DepthPeelingPlugin::reloadResources(int _viewerId) { ...@@ -123,7 +123,7 @@ void DepthPeelingPlugin::reloadResources(int _viewerId) {
if (i >= 2) fmt = GL_RGBA; // fmt for front_blender01 and back_temp01 if (i >= 2) fmt = GL_RGBA; // fmt for front_blender01 and back_temp01
if (i == 6) fmt = GL_RGB; // fmt for back_blender if (i == 6) fmt = GL_RGB; // fmt for back_blender
#ifdef APPLE #ifdef ARCH_DARWIN
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, p->blendDualPeelTexID_[i]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, p->blendDualPeelTexID_[i]);
// texture access: clamped // texture access: clamped
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP);
...@@ -166,7 +166,7 @@ void DepthPeelingPlugin::reloadResources(int _viewerId) { ...@@ -166,7 +166,7 @@ void DepthPeelingPlugin::reloadResources(int _viewerId) {
for (int i = 0; i < 6; ++i) for (int i = 0; i < 6; ++i)
{ {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
#ifdef APPLE #ifdef ARCH_DARWIN
GL_TEXTURE_RECTANGLE_EXT, p->blendDualPeelTexID_[i < 3 ? 2*i : 2*(i-3) +1], 0); GL_TEXTURE_RECTANGLE_EXT, p->blendDualPeelTexID_[i < 3 ? 2*i : 2*(i-3) +1], 0);
#else #else
GL_TEXTURE_RECTANGLE, p->blendDualPeelTexID_[i < 3 ? 2*i : 2*(i-3) +1], 0); GL_TEXTURE_RECTANGLE, p->blendDualPeelTexID_[i < 3 ? 2*i : 2*(i-3) +1], 0);
...@@ -174,7 +174,7 @@ void DepthPeelingPlugin::reloadResources(int _viewerId) { ...@@ -174,7 +174,7 @@ void DepthPeelingPlugin::reloadResources(int _viewerId) {
} }
// back_blender_tex_id // back_blender_tex_id
#ifdef APPLE #ifdef ARCH_DARWIN
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT6, GL_TEXTURE_RECTANGLE_EXT, glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT6, GL_TEXTURE_RECTANGLE_EXT,
p->blendDualPeelTexID_[6], 0); p->blendDualPeelTexID_[6], 0);
#else #else
...@@ -930,7 +930,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties ...@@ -930,7 +930,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties
{ {
ACG::GLState::activeTexture(GL_TEXTURE0 + i); ACG::GLState::activeTexture(GL_TEXTURE0 + i);
#ifdef APPLE #ifdef ARCH_DARWIN
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, 0); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
#else #else
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, 0); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, 0);
...@@ -1018,14 +1018,14 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties ...@@ -1018,14 +1018,14 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties
} }
ACG::GLState::activeTexture(GL_TEXTURE5); // front_blender_tex base_offset: 2 ACG::GLState::activeTexture(GL_TEXTURE5); // front_blender_tex base_offset: 2
#ifdef APPLE #ifdef ARCH_DARWIN
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[2 + prevId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[2 + prevId]);
#else #else
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[2 + prevId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[2 + prevId]);
#endif #endif
ACG::GLState::activeTexture(GL_TEXTURE4); // depth_tex base_offset: 0 ACG::GLState::activeTexture(GL_TEXTURE4); // depth_tex base_offset: 0
#ifdef APPLE #ifdef ARCH_DARWIN
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[0 + prevId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[0 + prevId]);
#else #else
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[0 + prevId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[0 + prevId]);
...@@ -1059,7 +1059,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties ...@@ -1059,7 +1059,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties
blendDualPeelProg_[2]->setUniform("TempTex", 4); blendDualPeelProg_[2]->setUniform("TempTex", 4);
ACG::GLState::activeTexture(GL_TEXTURE4); // back_temp_tex base_offset: 4 ACG::GLState::activeTexture(GL_TEXTURE4); // back_temp_tex base_offset: 4
#ifdef APPLE #ifdef ARCH_DARWIN
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[4 + currId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[4 + currId]);
#else #else
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[4 + currId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[4 + currId]);
...@@ -1098,7 +1098,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties ...@@ -1098,7 +1098,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties
blendDualPeelProg_[3]->setUniform("ViewportOffset", ACG::Vec2f(old_viewport[0], old_viewport[1])); blendDualPeelProg_[3]->setUniform("ViewportOffset", ACG::Vec2f(old_viewport[0], old_viewport[1]));
ACG::GLState::activeTexture(GL_TEXTURE5); // back_blender: offset 6 ACG::GLState::activeTexture(GL_TEXTURE5); // back_blender: offset 6
#ifdef APPLE #ifdef ARCH_DARWIN
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[6]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[6]);
#else #else
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[6]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[6]);
...@@ -1106,7 +1106,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties ...@@ -1106,7 +1106,7 @@ void DepthPeelingPlugin::render(ACG::GLState* _glState, Viewer::ViewerProperties
ACG::GLState::activeTexture(GL_TEXTURE4); // front_blender_tex base_offset: 2 ACG::GLState::activeTexture(GL_TEXTURE4); // front_blender_tex base_offset: 2
#ifdef APPLE #ifdef ARCH_DARWIN
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[2 + currId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE_EXT, pViewer->blendDualPeelTexID_[2 + currId]);
#else #else
ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[2 + currId]); ACG::GLState::bindTexture(GL_TEXTURE_RECTANGLE, pViewer->blendDualPeelTexID_[2 + currId]);
......
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