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authorRémi Verschelde <rverschelde@gmail.com>2017-01-16 13:47:01 +0100
committerGitHub <noreply@github.com>2017-01-16 13:47:01 +0100
commit0c80bc2579e6d3cc904f71dacde760f1081a9cb1 (patch)
tree3b79be439fc6a8cd72dfd76fdf0631254693c8ec /drivers/gles3/rasterizer_scene_gles3.cpp
parenteeea11602240d41c704e540ef2fd3cad422cc01a (diff)
parent3a02df7739df1ad0003ac7b4dd97a8dca2de4f99 (diff)
downloadredot-engine-0c80bc2579e6d3cc904f71dacde760f1081a9cb1.tar.gz
Merge pull request #7457 from BastiaanOlij/glew3-ios
Working on compile issues for iOS
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp17
1 files changed, 10 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 4fdd973b59..f47fcfcd9b 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3,6 +3,11 @@
#include "os/os.h"
#include "rasterizer_canvas_gles3.h"
+#ifdef IPHONE_ENABLED
+// for some reason glClearDepth seems to have been removed in iOS ES3.h
+#define glClearDepth glClearDepthf
+#endif
+
static const GLenum _cube_side_enum[6]={
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -141,7 +146,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){
GL_TEXTURE_2D, shadow_atlas->depth, 0);
glViewport(0,0,shadow_atlas->size,shadow_atlas->size);
- glClearDepth(0);
+ glClearDepth(0.0f);
glClear(GL_DEPTH_BUFFER_BIT);
}
@@ -3753,8 +3758,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
glColorMask(0,0,0,0);
-
- glClearDepth(1.0);
+ glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -3866,7 +3870,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
}
if (!fb_cleared) {
- glClearDepth(1.0);
+ glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
}
@@ -3973,7 +3977,6 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
_render_mrts(env,p_cam_projection);
}
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
@@ -4419,7 +4422,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa
}
glEnable(GL_SCISSOR_TEST);
- glClearDepth(1.0);
+ glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
@@ -4472,7 +4475,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa
glViewport(local_x,local_y,local_width,local_height);
glScissor(local_x,local_y,local_width,local_height);
glEnable(GL_SCISSOR_TEST);
- glClearDepth(1.0);
+ glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
//glDisable(GL_DEPTH_TEST);