Commit 8cdd56da authored by Matthias Möller's avatar Matthias Möller

- add cmake glew-definition check

- removed glew-definition on compile time check

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free-Staging@19963 383ad7c9-94d9-4d36-a494-682f7c89f535
parent f9b221df
include (plugin)
openflipper_plugin ( INSTALLDATA Shaders )
openflipper_plugin ( INSTALLDATA Shaders GLEWDEFINITIONS GL_ARB_shader_image_load_store)
......@@ -59,7 +59,7 @@
OIT with per pixel linked list (A-Buffer).
Implementation based on AMD presentation at GDC 2010:
"OIT and GI using DX11 linked lists" by Nick Thibieroz & Holger Grn
"OIT and GI using DX11 linked lists" by Nick Thibieroz & Holger Grn
porting from DX11 to GL:
......@@ -189,9 +189,6 @@ void OITLinkedList::render(ACG::GLState* _glState, Viewer::ViewerProperties& _pr
void OITLinkedList::prepareBuffers(int w, int h)
{
// check for glew symbol definition
#ifdef GL_ARB_shader_image_load_store
ACG::Vec2ui screenSize = ACG::Vec2ui(GLuint(w), GLuint(h));
// prepare buffers
......@@ -216,16 +213,10 @@ void OITLinkedList::prepareBuffers(int w, int h)
// wait for buffer allocation
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
#endif
}
void OITLinkedList::renderOIT(int w, int h, bool multisampled)
{
// check for glew symbol definition
#ifdef GL_ARB_shader_image_load_store
ACG::Vec2ui screenSize = ACG::Vec2ui(GLuint(w), GLuint(h));
prepareBuffers(w, h);
......@@ -390,19 +381,12 @@ void OITLinkedList::renderOIT(int w, int h, bool multisampled)
// std::cout << "buffer size too small: " << actualFragmentCount << std::endl;
}
#endif
}
QString OITLinkedList::checkOpenGL()
{
// check for glew symbol definition
#ifndef GL_ARB_shader_image_load_store
return QString("Built with outdated glew library! Please update glew and rebuild");
#endif
// Get version and check
if ( !ACG::openGLVersion(4,2) )
return QString("Insufficient OpenGL Version! OpenGL 4.2 or higher required");
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment