Fixed: EVSSecondaryColorVariant redefined several times in setupEXTVertexShader

hg/feature/sound
kervala 14 years ago
parent 4b38fc730b
commit b94c30173e

@ -393,7 +393,8 @@ bool CDriverGL::setupEXTVertexShader(const CVPParser::TProgram &program, GLuint
// clear last error // clear last error
GLenum glError = glGetError(); GLenum glError = glGetError();
//variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1);variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1); //variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1);
//variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1);
// allocate the symbols // allocate the symbols
nglBindVertexShaderEXT(id); nglBindVertexShaderEXT(id);
@ -411,7 +412,8 @@ bool CDriverGL::setupEXTVertexShader(const CVPParser::TProgram &program, GLuint
// allocate needed variants // allocate needed variants
if (CVPParser::isInputUsed(program, CVPOperand::ISecondaryColor)) if (CVPParser::isInputUsed(program, CVPOperand::ISecondaryColor))
{ {
variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1);variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1); variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1);
if (!variants[EVSSecondaryColorVariant]) if (!variants[EVSSecondaryColorVariant])
{ {
nlwarning("EXT_vertex_shader : can't allocate variant for secondary color"); nlwarning("EXT_vertex_shader : can't allocate variant for secondary color");
@ -422,9 +424,11 @@ bool CDriverGL::setupEXTVertexShader(const CVPParser::TProgram &program, GLuint
{ {
variants[EVSSecondaryColorVariant] = 0; variants[EVSSecondaryColorVariant] = 0;
} }
if (CVPParser::isInputUsed(program, CVPOperand::IFogCoord)) if (CVPParser::isInputUsed(program, CVPOperand::IFogCoord))
{ {
variants[EVSFogCoordsVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1);variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1); variants[EVSFogCoordsVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1);
if (!variants[EVSFogCoordsVariant]) if (!variants[EVSFogCoordsVariant])
{ {
nlwarning("EXT_vertex_shader : can't allocate variant for fog coords"); nlwarning("EXT_vertex_shader : can't allocate variant for fog coords");
@ -435,9 +439,11 @@ bool CDriverGL::setupEXTVertexShader(const CVPParser::TProgram &program, GLuint
{ {
variants[EVSFogCoordsVariant] = 0; variants[EVSFogCoordsVariant] = 0;
} }
if (CVPParser::isInputUsed(program, CVPOperand::IWeight)) if (CVPParser::isInputUsed(program, CVPOperand::IWeight))
{ {
variants[EVSSkinWeightVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1);variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_NORMALIZED_RANGE_EXT, 1); variants[EVSSkinWeightVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1);
if (!variants[EVSSkinWeightVariant]) if (!variants[EVSSkinWeightVariant])
{ {
nlwarning("EXT_vertex_shader : can't allocate variant for skin weight"); nlwarning("EXT_vertex_shader : can't allocate variant for skin weight");
@ -448,9 +454,11 @@ bool CDriverGL::setupEXTVertexShader(const CVPParser::TProgram &program, GLuint
{ {
variants[EVSSkinWeightVariant] = 0; variants[EVSSkinWeightVariant] = 0;
} }
if (CVPParser::isInputUsed(program, CVPOperand::IPaletteSkin)) if (CVPParser::isInputUsed(program, CVPOperand::IPaletteSkin))
{ {
variants[EVSPaletteSkinVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1);variants[EVSSecondaryColorVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1); variants[EVSPaletteSkinVariant] = nglGenSymbolsEXT(GL_VECTOR_EXT, GL_VARIANT_EXT, GL_FULL_RANGE_EXT, 1);
if (!variants[EVSPaletteSkinVariant]) if (!variants[EVSPaletteSkinVariant])
{ {
nlwarning("EXT_vertex_shader : can't allocate variant for palette skin"); nlwarning("EXT_vertex_shader : can't allocate variant for palette skin");

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