[dx8-28] fix cubetexture compilation without openGL1.3 headers
Raphaël Junqueira
fenix at club-internet.fr
Wed May 14 20:10:50 CDT 2003
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Hi
Changelog:
- fix compilation error reported by Stefan Leichter when using old openGL
headers but we need at least openGL1.2 headers
Regards,
Raphael
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-------------- next part --------------
Index: cubetexture.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/cubetexture.c,v
retrieving revision 1.6
diff -u -r1.6 cubetexture.c
--- cubetexture.c 13 May 2003 23:52:23 -0000 1.6
+++ cubetexture.c 15 May 2003 01:06:44 -0000
@@ -114,12 +114,21 @@
}
static const GLenum cube_targets[6] = {
+#if defined(GL_VERSION_1_3)
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
+#else
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
+#endif
};
void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface) {
@@ -129,7 +138,11 @@
TRACE("(%p) : About to load texture\n", This);
for (i = 0; i < This->levels; i++) {
if (i == 0 && This->surfaces[0][i]->textureName != 0 && This->Dirty == FALSE) {
- glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][i]->textureName);
+#if defined(GL_VERSION_1_3)
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
+#else
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
+#endif
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName);
/* No need to walk through all mip-map levels, since already all assigned */
@@ -141,13 +154,21 @@
checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName);
}
-
+
+#if defined(GL_VERSION_1_3)
glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][i]->textureName);
+#else
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
+#endif
checkGLcall("glBindTexture");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
+#if defined(GL_VERSION_1_3)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
- checkGLcall("glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
+#else
+ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
+#endif
+ checkGLcall("glTexParameteri(GL_TEXTURE_CUBE, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
}
for (j = 0; j < 6; j++) {
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