Use VERSION_3_3 macro

This commit is contained in:
vlj
2014-08-20 01:56:16 +02:00
parent af4fdaf96b
commit b3e6ed03b1
2 changed files with 10 additions and 10 deletions

View File

@@ -380,17 +380,17 @@ void IrrDriver::renderSolidSecondPass()
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
#ifdef WIN32
#ifdef GL_VERSION_3_3
if (irr_driver->getGLSLVersion() >= 330)
glBindSampler(0, 0);
#endif
setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
#ifdef WIN32
#ifdef GL_VERSION_3_3
if (irr_driver->getGLSLVersion() >= 330)
glBindSampler(1, 0);
#endif
setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
#ifdef WIN32
#ifdef GL_VERSION_3_3
if (irr_driver->getGLSLVersion() >= 330)
glBindSampler(2, 0);
#endif

View File

@@ -597,7 +597,7 @@ void glUniform1iWrapper(GLuint a, int b)
void setTextureSampler(GLenum tp, GLuint texunit, GLuint tid, GLuint sid)
{
#ifdef WIN32
#ifdef GL_VERSION_3_3
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(tp, tid);
glBindSampler(texunit, sid);
@@ -607,7 +607,7 @@ void setTextureSampler(GLenum tp, GLuint texunit, GLuint tid, GLuint sid)
GLuint createNearestSampler()
{
#ifdef WIN32
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -632,7 +632,7 @@ void BindTextureNearest(GLuint TU, GLuint tex)
GLuint createBilinearSampler()
{
#ifdef WIN32
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -657,7 +657,7 @@ void BindTextureBilinear(GLuint TU, GLuint tex)
GLuint createBilinearClampedSampler()
{
#ifdef WIN32
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -682,7 +682,7 @@ void BindTextureBilinearClamped(GLuint TU, GLuint tex)
GLuint createSemiTrilinearSampler()
{
#ifdef WIN32
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -707,7 +707,7 @@ void BindTextureSemiTrilinear(GLuint TU, GLuint tex)
GLuint createTrilinearSampler()
{
#ifdef WIN32
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -738,7 +738,7 @@ void BindTextureTrilinearAnisotropic(GLuint TU, GLuint tex)
GLuint createShadowSampler()
{
#ifdef WIN32
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);