[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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