Change all OpenGL extension constants to be const
. Fix OpenGL ES and mobile.
* OpenGL ES wasn't compiling because there's no `GL_R16`, `GL_RG16`, `GL_RGB16`, `GL_RGBA16`. Replaced by their `_EXT` versions, but it wasn't compiling because they're defined as `var` instead of `const` and they were being used in a `func`. * The GL API files were changed to fix that. * After loading the scene, mobile platforms were throwing an error because the renderer was not initialized yet. That's been fixed. * Remove unsed `gl-basic.nim`.
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@ -156,10 +156,10 @@ func toInternalFormat*(format: TextureFormat): GLenum =
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of RG_u8: GL_RG8
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of RG_u8: GL_RG8
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of RGB_u8: GL_RGB8
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of RGB_u8: GL_RGB8
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of RGBA_u8: GL_RGBA8
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of RGBA_u8: GL_RGBA8
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of R_u16: GL_R16
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of R_u16: GL_R16_EXT
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of RG_u16: GL_RG16
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of RG_u16: GL_RG16_EXT
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of RGB_u16: GL_RGB16
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of RGB_u16: GL_RGB16_EXT
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of RGBA_u16: GL_RGBA16
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of RGBA_u16: GL_RGBA16_EXT
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of R_f16: GL_R16F
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of R_f16: GL_R16F
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of RG_f16: GL_RG16F
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of RG_f16: GL_RG16F
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of RGB_f16: GL_RGB16F
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of RGB_f16: GL_RGB16F
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@ -567,7 +567,6 @@ proc getDimensionsFormat(p: pointer, len: int): (int, int, TextureFormat) =
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const toHDR = when myouConvertHdrToFloat16: (R_f16.int-R_u8.int) else: (R_f32.int-R_u8.int)
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const toHDR = when myouConvertHdrToFloat16: (R_f16.int-R_u8.int) else: (R_f32.int-R_u8.int)
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let format = (R_u8.int - 1 + channels +
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let format = (R_u8.int - 1 + channels +
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hdr.int * toHDR + is16.int * (R_u16.int-R_u8.int)).TextureFormat
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hdr.int * toHDR + is16.int * (R_u16.int-R_u8.int)).TextureFormat
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dump format
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return (width, height, format)
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return (width, height, format)
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func to_sRGB*(format: TextureFormat): TextureFormat =
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func to_sRGB*(format: TextureFormat): TextureFormat =
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@ -593,7 +593,8 @@ method loadScene*(self: BlendLoader, name: string="", scene: Scene=nil, callback
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# finished
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# finished
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if was_first_scene and not scene.enabled:
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if was_first_scene and not scene.enabled:
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echo "Warning: Your scene is not enabled, use 'scene.enable_render()' or 'scene.enable_all()'"
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echo "Warning: Your scene is not enabled, use 'scene.enable_render()' or 'scene.enable_all()'"
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scene.render_all_cubemaps(true)
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self.engine.renderer.enqueue proc() =
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scene.render_all_cubemaps(true)
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return
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return
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assert false, &"Scene {name} not found"
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assert false, &"Scene {name} not found"
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11412
src/platform/glad/gl.nim
11412
src/platform/glad/gl.nim
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