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https://github.com/TorqueGameEngines/Torque3D.git
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implement glad into torque.
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parent
fd4628a08a
commit
11c3314f66
5 changed files with 18 additions and 19 deletions
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@ -134,7 +134,8 @@ void GFXGLDevice::initGLState()
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mCardProfiler = new GFXGLCardProfiler();
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mCardProfiler->init();
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&mMaxShaderTextures);
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&mMaxFFTextures);
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// JTH: Needs removed, ffp
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//glGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&mMaxFFTextures);
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, (GLint*)&mMaxTRColors);
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mMaxTRColors = getMin( mMaxTRColors, (U32)(GFXTextureTarget::MaxRenderSlotId-1) );
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@ -641,7 +642,7 @@ void GFXGLDevice::setLightMaterialInternal(const GFXLightMaterial mat)
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void GFXGLDevice::setGlobalAmbientInternal(ColorF color)
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{
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (GLfloat*)&color);
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// ONLY NEEDED ON FFP
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}
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void GFXGLDevice::setTextureInternal(U32 textureUnit, const GFXTextureObject*texture)
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@ -697,12 +698,12 @@ void GFXGLDevice::setClipRect( const RectI &inRect )
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const F32 right = mClip.point.x + mClip.extent.x;
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const F32 bottom = mClip.extent.y;
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const F32 top = 0.0f;
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const F32 near = 0.0f;
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const F32 far = 1.0f;
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const F32 nearPlane = 0.0f;
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const F32 farPlane = 1.0f;
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const F32 tx = -(right + left)/(right - left);
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const F32 ty = -(top + bottom)/(top - bottom);
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const F32 tz = -(far + near)/(far - near);
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const F32 tz = -(farPlane + nearPlane)/(farPlane - nearPlane);
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static Point4F pt;
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pt.set(2.0f / (right - left), 0.0f, 0.0f, 0.0f);
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@ -711,7 +712,7 @@ void GFXGLDevice::setClipRect( const RectI &inRect )
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pt.set(0.0f, 2.0f/(top - bottom), 0.0f, 0.0f);
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mProjectionMatrix.setColumn(1, pt);
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pt.set(0.0f, 0.0f, -2.0f/(far - near), 0.0f);
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pt.set(0.0f, 0.0f, -2.0f/(farPlane - nearPlane), 0.0f);
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mProjectionMatrix.setColumn(2, pt);
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pt.set(tx, ty, tz, 1.0f);
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