Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBenoit Bolsee <benoit.bolsee@online.be>2008-04-21 01:01:13 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-04-21 01:01:13 +0400
commit9098de447952f52babb10a339c00c934076b1bca (patch)
tree2e6d59881a7b30f037c7ffb4e173a1c6f8599016 /source/gameengine
parent8ac1330b74e24af828f94b24e46f8c1caac844c2 (diff)
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
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index e03133b9031..9454edfacfe 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -92,7 +92,7 @@ RAS_2DFilterManager::~RAS_2DFilterManager()
unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource)
{
GLuint program = 0;
-#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
+#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
GLuint fShader = bgl::blCreateShaderObjectARB(GL_FRAGMENT_SHADER);
GLint success;
@@ -162,7 +162,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
void RAS_2DFilterManager::StartShaderProgram(unsigned int shaderprogram)
{
-#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
+#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
GLint uniformLoc;
bgl::blUseProgramObjectARB(shaderprogram);
uniformLoc = bgl::blGetUniformLocationARB(shaderprogram, "bgl_RenderedTexture");
@@ -190,7 +190,7 @@ void RAS_2DFilterManager::StartShaderProgram(unsigned int shaderprogram)
void RAS_2DFilterManager::EndShaderProgram()
{
-#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
+#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
bgl::blUseProgramObjectARB(0);
#endif
}
@@ -302,7 +302,7 @@ void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_Str
{
if(!isshadersupported)
return;
-#if defined(GL_ARB_multitexture) && defined(WITH_GLEXT)
+#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
if(pass<0 || pass>=MAX_RENDER_PASS)
return;