Mercurial > sdl-ios-xcode
view src/video/qnxgf/SDL_gf_opengles.c @ 3458:0aed0755d1f1
Mike Gorchak to Sam
Hello Sam!
You have reverted back my patches for OpenGL renderer :)
To reproduce an issue, compare graphics output while running these tests:
testdraw2 --renderer opengl --blend mask --cyclealpha
and
testdraw2 --renderer software --blend mask --cyclealpha
You will see, that software renderer output is different from opengl renderer output.
Thanks!
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 19 Nov 2009 08:02:00 +0000 |
parents | 7f684f249ec9 |
children | f7b03b6838cb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org QNX Graphics Framework SDL driver Copyright (C) 2009 Mike Gorchak (mike@malva.ua, lestat@i.com.ua) */ #include <GLES/gl.h> #include <GLES/glext.h> /* This is OpenGL ES 1.0 helper functions from OpenGL ES 1.1 specification, */ /* which could be implemented independently from hardware, just wrappers */ GLAPI void APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) { glTexParameterx(target, pname, (GLfixed) param); return; } GLAPI void APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint * params) { /* Retrieve one parameter only */ glTexParameterx(target, pname, (GLfixed) * params); return; } GLAPI void APIENTRY glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) { glColor4f(((GLfloat) red) / 255.f, ((GLfloat) green) / 255.f, ((GLfloat) blue) / 255.f, ((GLfloat) alpha) / 255.f); return; }