ALL: Separate USE_OPENGL and USE_OPENG_GAME. Exclude WME3D for GLES2 for now.

This commit is contained in:
Paweł Kołodziejski 2020-10-10 14:12:07 +02:00
parent e20bddb738
commit 264f6f037b
46 changed files with 86 additions and 76 deletions

View file

@ -29,7 +29,7 @@
#include "graphics/opengl/system_headers.h"
#include "math/glmath.h"
#if defined(USE_OPENGL) && !defined(USE_GLES2)
#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
#include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h"
@ -241,7 +241,7 @@ void BaseRenderOpenGL3D::setWindowed(bool windowed) {
}
void BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
#if defined(USE_OPENGL_SHADERS)
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
@ -612,7 +612,7 @@ bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Wintermute
// The ShaderSurfaceRenderer sets an array buffer which appearently conflicts with us
// Reset it!
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
#if defined(USE_OPENGL_SHADERS)
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)