From 5dba7527d86f19d61ed6e7953a88e3f2cf99f86d Mon Sep 17 00:00:00 2001 From: Ansgar Philippsen <ansgar.philippsen@gmail.com> Date: Sun, 30 May 2010 20:22:01 -0400 Subject: [PATCH] fixed USE_SHADER=0 compilation --- modules/gfx/src/scene.cc | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/modules/gfx/src/scene.cc b/modules/gfx/src/scene.cc index 64ee1fae3..886da10c8 100644 --- a/modules/gfx/src/scene.cc +++ b/modules/gfx/src/scene.cc @@ -176,6 +176,8 @@ bool Scene::GetShadow() const { #if OST_SHADER_SUPPORT_ENABLED return impl::SceneFX::Instance().shadow_flag; +#else + return false; #endif } @@ -424,9 +426,11 @@ void Scene::InitGL(bool full) } glEnable(GL_TEXTURE_2D); +#if OST_SHADER_SUPPORT_ENABLED if(GLEW_VERSION_2_0) { glActiveTexture(GL_TEXTURE0); } +#endif glBindTexture(GL_TEXTURE_2D, scene_left_tex_); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -1826,9 +1830,11 @@ void Scene::render_stereo() render_scene(); glEnable(GL_TEXTURE_2D); +#if OST_SHADER_SUPPORT_ENABLED if(GLEW_VERSION_2_0) { glActiveTexture(GL_TEXTURE0); } +#endif glBindTexture(GL_TEXTURE_2D, scene_left_tex_); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, vp_width_, vp_height_, 0); @@ -1836,9 +1842,11 @@ void Scene::render_stereo() stereo_projection(2); render_scene(); glEnable(GL_TEXTURE_2D); +#if OST_SHADER_SUPPORT_ENABLED if(GLEW_VERSION_2_0) { glActiveTexture(GL_TEXTURE0); } +#endif glBindTexture(GL_TEXTURE_2D, scene_right_tex_); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, vp_width_, vp_height_, 0); check_gl_error(); @@ -1896,9 +1904,11 @@ void Scene::render_stereo() } else if(stereo_==2) { glStencilFunc(GL_EQUAL,0x0,0x1); } +#if OST_SHADER_SUPPORT_ENABLED if(GLEW_VERSION_2_0) { glActiveTexture(GL_TEXTURE0); } +#endif glBindTexture(GL_TEXTURE_2D, stereo_inverted_ ? scene_left_tex_ : scene_right_tex_); // draw glColor3f(1.0,0.0,1.0); @@ -1916,9 +1926,11 @@ void Scene::render_stereo() } else if(stereo_==2) { glStencilFunc(GL_EQUAL,0x1,0x1); } +#if OST_SHADER_SUPPORT_ENABLED if(GLEW_VERSION_2_0) { glActiveTexture(GL_TEXTURE0); } +#endif glBindTexture(GL_TEXTURE_2D, stereo_inverted_ ? scene_right_tex_ : scene_left_tex_); // draw glColor3f(1.0,0.0,1.0); -- GitLab