Ticket #1768: glerrors-osx10.5-12152012.patch
File glerrors-osx10.5-12152012.patch, 5.6 KB (added by , 11 years ago) |
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source/renderer/PostprocManager.cpp
118 118 // Allocate the Depth/Stencil texture. 119 119 glGenTextures(1, (GLuint*)&m_DepthTex); 120 120 glBindTexture(GL_TEXTURE_2D, m_DepthTex); 121 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8 , m_Width, m_Height,122 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8 , 0);121 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, m_Width, m_Height, 122 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0); 123 123 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, 124 124 GL_NONE); 125 125 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); … … 134 134 pglGenFramebuffersEXT(1, &m_PingFbo); 135 135 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); 136 136 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex1, 0); 137 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); 137 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 138 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 138 139 139 140 GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); 140 141 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) … … 145 146 pglGenFramebuffersEXT(1, &m_PongFbo); 146 147 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); 147 148 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_ColourTex2, 0); 148 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); 149 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 150 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 149 151 150 152 status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); 151 153 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) … … 305 307 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); 306 308 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 307 309 308 GLenum buffers[] = { GL_COLOR_ATTACHMENT0 , GL_COLOR_ATTACHMENT1};310 GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; 309 311 pglDrawBuffers(1, buffers); 310 312 311 313 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); … … 421 423 } 422 424 423 425 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); 424 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1 , GL_TEXTURE_2D, 0, 0);426 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0); 425 427 426 GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };428 GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT }; 427 429 pglDrawBuffers(1, buffers); 428 430 429 431 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); 430 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1 , GL_TEXTURE_2D, 0, 0);432 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0); 431 433 pglDrawBuffers(1, buffers); 432 434 433 435 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); 434 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); 436 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0); 437 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0); 435 438 436 439 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); 437 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); 440 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0); 441 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0); 438 442 439 443 // First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied! 440 444 // (This may need to change depending on future usage, however that will have a fps hit) … … 446 450 } 447 451 448 452 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); 449 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); 453 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 454 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 450 455 451 456 pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); 452 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); 457 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 458 pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, m_DepthTex, 0); 453 459 } 454 460 455 461 -
source/renderer/ShadowMap.cpp
322 322 } 323 323 324 324 // save the caller's FBO 325 glGetIntegerv(GL_FRAMEBUFFER_BINDING , &SavedViewFBO);325 glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &SavedViewFBO); 326 326 327 327 pglGenFramebuffersEXT(1, &Framebuffer); 328 328 … … 457 457 // HACK HACK: this depends in non-obvious ways on the behaviour of the caller 458 458 459 459 // save caller's FBO 460 glGetIntegerv(GL_FRAMEBUFFER_BINDING , &m->SavedViewFBO);460 glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &m->SavedViewFBO); 461 461 462 462 // Calc remaining shadow matrices 463 463 m->CalcShadowMatrices();