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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-18 17:44:29 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-18 17:44:29 +0400
commitccc58f449118c175daa8e5eee7090fe439e7c601 (patch)
tree879ac30b15ac0c7f5665a5f5c545e40c1da95853 /source/gameengine/Rasterizer
parenta790d75dc8b87312dc1583df1f29565c43d2c0e6 (diff)
Apricot Branch: Various Fixes
============================= * Make GLSL shaders work in the game player. * In the game engine with GLSL and no material assigned, it now falls back to texface materials. Not in the 3d view yet .. * Fix memory when using the default material for GLSL. * Fix another use of the builtin "smooth" name as a variable in the GLSL code, gives issue on ATI. * Fix problem with the armature deform being applied to only one material bucket, gave floating triangles. * Fix crash when setting .timeOffset through python without a parent. * Use only gl*ARB functions so that GLSL also works on graphics cards that do not have opengl 2.0 but do have the extensions. * Fix use of unitialized variable for render memory usage stats.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index 22d4d634b4a..fb74f5a2c21 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -296,22 +296,22 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
- glVertexAttribPointer(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getLocalXYZ());
+ glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getLocalXYZ());
break;
case RAS_TEXCO_UV1:
- glVertexAttribPointer(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV1());
+ glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV1());
break;
case RAS_TEXCO_NORM:
- glVertexAttribPointer(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
+ glVertexAttribPointerARB(unit, 3, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getNormal());
break;
case RAS_TEXTANGENT:
- glVertexAttribPointer(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
+ glVertexAttribPointerARB(unit, 4, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getTangent());
break;
case RAS_TEXCO_UV2:
- glVertexAttribPointer(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV2());
+ glVertexAttribPointerARB(unit, 2, GL_FLOAT, GL_FALSE, sizeof(RAS_TexVert), tv->getUV2());
break;
case RAS_TEXCO_VCOL:
- glVertexAttribPointer(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
+ glVertexAttribPointerARB(unit, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(RAS_TexVert), tv->getRGBA());
break;
default:
break;
@@ -390,11 +390,11 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
case RAS_TEXTANGENT:
case RAS_TEXCO_UV2:
case RAS_TEXCO_VCOL:
- if(enable) glEnableVertexAttribArray(unit);
- else glDisableVertexAttribArray(unit);
+ if(enable) glEnableVertexAttribArrayARB(unit);
+ else glDisableVertexAttribArrayARB(unit);
break;
default:
- glDisableVertexAttribArray(unit);
+ glDisableVertexAttribArrayARB(unit);
break;
}
}