Ticket #1768: glerrors-osx10.5-12152012.patch

File glerrors-osx10.5-12152012.patch, 5.6 KB (added by historic_bruno, 11 years ago)

suggested fix

  • source/renderer/PostprocManager.cpp

     
    118118    // Allocate the Depth/Stencil texture.
    119119    glGenTextures(1, (GLuint*)&m_DepthTex);
    120120    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);
    123123    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
    124124            GL_NONE);
    125125    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     
    134134    pglGenFramebuffersEXT(1, &m_PingFbo);
    135135    pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
    136136    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);
    138139   
    139140    GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
    140141    if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
     
    145146    pglGenFramebuffersEXT(1, &m_PongFbo);
    146147    pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
    147148    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);
    149151   
    150152    status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
    151153    if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
     
    305307    pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);   
    306308    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    307309   
    308     GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
     310    GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
    309311    pglDrawBuffers(1, buffers);
    310312   
    311313    pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
     
    421423    }
    422424   
    423425    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);
    425427   
    426     GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
     428    GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT };
    427429    pglDrawBuffers(1, buffers);
    428430   
    429431    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);
    431433    pglDrawBuffers(1, buffers);
    432434   
    433435    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);
    435438   
    436439    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);
    438442   
    439443    // First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied!
    440444    // (This may need to change depending on future usage, however that will have a fps hit)
     
    446450    }
    447451   
    448452    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);
    450455   
    451456    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);
    453459}
    454460
    455461
  • source/renderer/ShadowMap.cpp

     
    322322    }
    323323   
    324324    // save the caller's FBO   
    325     glGetIntegerv(GL_FRAMEBUFFER_BINDING, &SavedViewFBO);
     325    glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &SavedViewFBO);
    326326
    327327    pglGenFramebuffersEXT(1, &Framebuffer);
    328328
     
    457457    // HACK HACK: this depends in non-obvious ways on the behaviour of the caller
    458458   
    459459    // save caller's FBO
    460     glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m->SavedViewFBO);
     460    glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &m->SavedViewFBO);
    461461
    462462    // Calc remaining shadow matrices
    463463    m->CalcShadowMatrices();