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Use Irrlicht bindings for GL call
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@ -40,20 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/tile.h"
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#include "config.h"
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#if ENABLE_GLES
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#ifdef _IRR_COMPILE_WITH_OGLES1_
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#include <GLES/gl.h>
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#else
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#include <GLES2/gl2.h>
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#endif
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#else
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#ifndef __APPLE__
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#include <GL/gl.h>
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#else
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#define GL_SILENCE_DEPRECATION
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#include <OpenGL/gl.h>
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#endif
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#endif
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#include <mt_opengl.h>
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/*
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A cache from shader name to shader path
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@ -667,13 +654,19 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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)";
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}
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// Since this is the first time we're using the GL bindings be extra careful.
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// This should be removed before 5.6.0 or similar.
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if (!GL.GetString) {
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errorstream << "OpenGL procedures were not loaded correctly, "
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"please open a bug report with details about your platform/OS." << std::endl;
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abort();
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}
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bool use_discard = use_gles;
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#ifdef __unix__
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// For renderers that should use discard instead of GL_ALPHA_TEST
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const char* gl_renderer = (const char*)glGetString(GL_RENDERER);
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if (strstr(gl_renderer, "GC7000"))
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const char *renderer = reinterpret_cast<const char*>(GL.GetString(GL.RENDERER));
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if (strstr(renderer, "GC7000"))
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use_discard = true;
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#endif
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if (use_discard) {
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if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
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shaders_header << "#define USE_DISCARD 1\n";
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