Fix compilation error reported by Stefan Leichter when using old
openGL headers.
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1e9689e487
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@ -114,12 +114,21 @@ DWORD WINAPI IDirect3DCubeTexture8Impl_GetPriority(LPDIRECT3DCUBETEXTU
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}
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static const GLenum cube_targets[6] = {
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#if defined(GL_VERSION_1_3)
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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#else
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
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#endif
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};
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void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface) {
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@ -129,7 +138,11 @@ void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8
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TRACE("(%p) : About to load texture\n", This);
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for (i = 0; i < This->levels; i++) {
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if (i == 0 && This->surfaces[0][i]->textureName != 0 && This->Dirty == FALSE) {
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glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][i]->textureName);
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#if defined(GL_VERSION_1_3)
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
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#else
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
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#endif
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checkGLcall("glBindTexture");
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TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName);
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/* No need to walk through all mip-map levels, since already all assigned */
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@ -142,12 +155,20 @@ void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8
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TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][i]->textureName);
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}
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#if defined(GL_VERSION_1_3)
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glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][i]->textureName);
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#else
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][i]->textureName);
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#endif
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checkGLcall("glBindTexture");
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
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#if defined(GL_VERSION_1_3)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
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checkGLcall("glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
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#else
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
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#endif
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checkGLcall("glTexParameteri(GL_TEXTURE_CUBE, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
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}
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for (j = 0; j < 6; j++) {
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