Initial linux version.

Currently works only with irrlicht-based renderer because shaders are not ported yet.
This commit is contained in:
Deve
2016-06-24 02:47:13 +02:00
parent 416edef95d
commit d13716a917
35 changed files with 980 additions and 632 deletions
+4 -2
View File
@@ -1055,7 +1055,7 @@ void PostProcessing::renderRHDebug(unsigned SHR, unsigned SHG, unsigned SHB,
const core::matrix4 &rh_matrix,
const core::vector3df &rh_extend)
{
#ifndef ANDROID
#if !defined(ANDROID) && !defined(USE_GLES2)
glEnable(GL_PROGRAM_POINT_SIZE);
RHDebug::getInstance()->use();
glActiveTexture(GL_TEXTURE0 + RHDebug::getInstance()->m_tu_shr);
@@ -1661,8 +1661,9 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
if (!CVS->isARBUniformBufferObjectUsable())
return in_fbo;
#ifndef ANDROID
#if !defined(ANDROID)
glEnable(GL_FRAMEBUFFER_SRGB);
#endif
irr_driver->getFBO(FBO_MLAA_COLORS).bind();
renderPassThrough(in_fbo->getRTT()[0],
irr_driver->getFBO(FBO_MLAA_COLORS).getWidth(),
@@ -1676,6 +1677,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
applyMLAA();
PROFILER_POP_CPU_MARKER();
}
#if !defined(ANDROID)
glDisable(GL_FRAMEBUFFER_SRGB);
#endif