[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [49741] branches/soc-2012-swiss_cheese/ source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager. cpp: It is better to check GPU EXT than glew (Support for GL ES)
Alexander Kuznetsov
kuzsasha at gmail.com
Thu Aug 9 19:30:32 CEST 2012
Revision: 49741
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=49741
Author: alexk
Date: 2012-08-09 17:30:32 +0000 (Thu, 09 Aug 2012)
Log Message:
-----------
It is better to check GPU EXT than glew (Support for GL ES)
Modified Paths:
--------------
branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
Modified: branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
===================================================================
--- branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp 2012-08-09 17:15:18 UTC (rev 49740)
+++ branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp 2012-08-09 17:30:32 UTC (rev 49741)
@@ -33,6 +33,7 @@
#include <iostream>
#include "RAS_GLExtensionManager.h"
+#include "GPU_extensions.h"
namespace bgl
{
@@ -52,14 +53,12 @@
std::cout << "Detected GL_ARB_texture_cube_map" << std::endl;
if (GLEW_ARB_multitexture)
std::cout << "Detected GL_ARB_multitexture" << std::endl;
- if (GLEW_ARB_shader_objects)
- std::cout << "Detected GL_ARB_shader_objects" << std::endl;
- if (GLEW_ARB_vertex_shader)
- std::cout << "Detected GL_ARB_vertex_shader" << std::endl;
- if (GLEW_ARB_fragment_shader)
- std::cout << "Detected GL_ARB_fragment_shader" << std::endl;
- if (GLEW_ARB_vertex_program)
- std::cout << "Detected GL_ARB_vertex_program" << std::endl;
+ if (GPU_EXT_GLSL_ENABLED)
+ std::cout << "Detected GLSL shader support" << std::endl;
+ if (GPU_EXT_GLSL_FRAGMENT_ENABLED)
+ std::cout << "Detected GLSL fragment shader support" << std::endl;
+ if (GPU_EXT_GLSL_VERTEX_ENABLED)
+ std::cout << "Detected GLSL vertex shader support" << std::endl;
if (GLEW_ARB_depth_texture)
std::cout << "Detected GL_ARB_depth_texture" << std::endl;
if (GLEW_EXT_separate_specular_color)
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