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| author | BastiaanOlij <mux213@gmail.com> | 2017-01-07 19:33:11 +1100 |
|---|---|---|
| committer | BastiaanOlij <mux213@gmail.com> | 2017-01-16 23:14:13 +1100 |
| commit | 3a02df7739df1ad0003ac7b4dd97a8dca2de4f99 (patch) | |
| tree | 3b79be439fc6a8cd72dfd76fdf0631254693c8ec /drivers/gles3/rasterizer_scene_gles3.cpp | |
| parent | eeea11602240d41c704e540ef2fd3cad422cc01a (diff) | |
| download | redot-engine-3a02df7739df1ad0003ac7b4dd97a8dca2de4f99.tar.gz | |
Working on compile issues for iOS
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 17 |
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); |
