Fix compilation error reported by Stefan Leichter when using old

openGL headers.
This commit is contained in:
Raphael Junqueira 2003-05-15 04:16:47 +00:00 committed by Alexandre Julliard
parent 1e9689e487
commit ef104680ed
1 changed files with 24 additions and 3 deletions

View File

@ -114,12 +114,21 @@ DWORD WINAPI IDirect3DCubeTexture8Impl_GetPriority(LPDIRECT3DCUBETEXTU
} }
static const GLenum cube_targets[6] = { static const GLenum cube_targets[6] = {
#if defined(GL_VERSION_1_3)
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
#else
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
#endif
}; };
void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface) { void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface) {
@ -129,7 +138,11 @@ void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8
TRACE("(%p) : About to load texture\n", This); TRACE("(%p) : About to load texture\n", This);
for (i = 0; i < This->levels; i++) { for (i = 0; i < This->levels; i++) {
if (i == 0 && This->surfaces[0][i]->textureName != 0 && This->Dirty == FALSE) { if (i == 0 && This->surfaces[0][i]->textureName != 0 && This->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][i]->textureName); #if defined(GL_VERSION_1_3)
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
#else
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
#endif
checkGLcall("glBindTexture"); checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName); TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName);
/* No need to walk through all mip-map levels, since already all assigned */ /* No need to walk through all mip-map levels, since already all assigned */
@ -141,13 +154,21 @@ void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8
checkGLcall("glGenTextures"); checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName); TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName);
} }
#if defined(GL_VERSION_1_3)
glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][i]->textureName); glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][i]->textureName);
#else
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
#endif
checkGLcall("glBindTexture"); checkGLcall("glBindTexture");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1); TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
#if defined(GL_VERSION_1_3)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
checkGLcall("glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1)"); #else
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
#endif
checkGLcall("glTexParameteri(GL_TEXTURE_CUBE, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
} }
for (j = 0; j < 6; j++) { for (j = 0; j < 6; j++) {