[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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