Multitexture/GLSL

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Sat Jan 07, 2006 2:02 am

Erwin is currently fixing the commit for other platforms, hopefully he will finish it soon.

LetterRip

mataii
Posts: 1
Joined: Mon Oct 14, 2002 6:29 am
Location: México

Post by mataii » Sat Jan 07, 2006 6:33 pm

LetterRip wrote:Erwin is currently fixing the commit for other platforms, hopefully he will finish it soon.

LetterRip
That´s are good news :lol: , can we expect a next release with full functional game engine with these new features? GLSL etc?

marioamb
Posts: 0
Joined: Sun Jan 02, 2005 2:08 pm
Location: Turin (Italy)

Post by marioamb » Mon Jan 09, 2006 11:56 am

I use GNU/Linux Debian sid. My nVidia card is GeForce 6800 GT and driver version 1.0-8178. I use gcc version 4.1.0.
This patch fixed same build problem:

Code: Select all

Index: source/gameengine/Ketsji/KX_BlenderMaterial.cpp
===================================================================
RCS file: /cvsroot/bf-blender/blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp,v
retrieving revision 1.4
diff -u -p -r1.4 KX_BlenderMaterial.cpp
--- source/gameengine/Ketsji/KX_BlenderMaterial.cpp	7 Jan 2006 00:14:37 -0000	1.4
+++ source/gameengine/Ketsji/KX_BlenderMaterial.cpp	9 Jan 2006 10:03:57 -0000
@@ -139,7 +139,7 @@ void KX_BlenderMaterial::OnConstruction(
 
 	int i;
 	for(i=0; i<mMaterial->num_enabled; i++) {
-      glActiveTextureARB(GL_TEXTURE0_ARB+i);
+		bgl::glActiveTextureARB(GL_TEXTURE0_ARB+i);
 		#ifdef GL_ARB_texture_cube_map
 		if( mMaterial->mapping[i].mapping & USEENV ) {
 			if(!RAS_EXT_support._ARB_texture_cube_map) {
@@ -187,7 +187,7 @@ void KX_BlenderMaterial::OnExit()
 	#endif //GL_ARB_shader_objects
 
 	for(int i=0; i<mMaterial->num_enabled; i++) {
-		glActiveTextureARB(GL_TEXTURE0_ARB+i);
+		bgl::glActiveTextureARB(GL_TEXTURE0_ARB+i);
 
 		mTextures[i].DeleteTex();
 
@@ -213,7 +213,7 @@ void KX_BlenderMaterial::OnExit()
 		gTextureDict = 0;
 	}
 
-	glActiveTextureARB(GL_TEXTURE0_ARB);
+	bgl::glActiveTextureARB(GL_TEXTURE0_ARB);
 
 	#ifdef GL_ARB_texture_cube_map
 	if(RAS_EXT_support._ARB_texture_cube_map)
@@ -238,7 +238,7 @@ void KX_BlenderMaterial::DisableTexData(
 	#ifdef GL_ARB_multitexture
 	int i=(MAXTEX>=bgl::max_texture_units?bgl::max_texture_units:MAXTEX)-1;
 	for(; i>=0; i--) {
-		glActiveTextureARB(GL_TEXTURE0_ARB+i);
+		bgl::glActiveTextureARB(GL_TEXTURE0_ARB+i);
 		glMatrixMode(GL_TEXTURE);
 		glLoadIdentity();
 		glMatrixMode(GL_MODELVIEW);
@@ -282,7 +282,7 @@ void KX_BlenderMaterial::setShaderData( 
 		const uSampler *samp = mShader->getSampler(i);
 		if( samp->loc == -1 || samp->glTexture == 0 ) continue;
 
-		glActiveTextureARB(GL_TEXTURE0_ARB+i);
+		bgl::glActiveTextureARB(GL_TEXTURE0_ARB+i);
 
 		#ifdef GL_ARB_texture_cube_map
 		if( mMaterial->mapping[i].mapping &USEENV ) {
@@ -336,7 +336,7 @@ void KX_BlenderMaterial::setTexData( boo
 		// no material connected to the object
 		if( mTextures[0] ) {
 			if( !mTextures[0].Ok() ) return;
-			glActiveTextureARB(GL_TEXTURE0_ARB);
+			bgl::glActiveTextureARB(GL_TEXTURE0_ARB);
 			glBindTexture( GL_TEXTURE_2D, mTextures[0] );	
 			glEnable(GL_TEXTURE_2D);
 			setTextureEnvironment( -1 ); // modulate
@@ -352,7 +352,7 @@ void KX_BlenderMaterial::setTexData( boo
 	for(i=0; (i<mMaterial->num_enabled); i++) {
 		if( !mTextures[i].Ok() ) continue;
 
-		glActiveTextureARB(GL_TEXTURE0_ARB+i);
+		bgl::glActiveTextureARB(GL_TEXTURE0_ARB+i);
 
 		#ifdef GL_ARB_texture_cube_map
 		// use environment maps

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