SDL: Fix build for platforms with incomplete OpenGL headers
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2 changed files with 6 additions and 6 deletions
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@ -616,7 +616,7 @@ void SurfaceSdlGraphicsManager::drawSideTexturesOpenGL() {
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}
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}
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OpenGL::FrameBuffer *SurfaceSdlGraphicsManager::createFramebuffer(uint width, uint height) {
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OpenGL::FrameBuffer *SurfaceSdlGraphicsManager::createFramebuffer(uint width, uint height) {
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#ifndef USE_GLES2
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#if !defined(USE_GLES2) && !defined(AMIGAOS)
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if (_antialiasing && OpenGLContext.framebufferObjectMultisampleSupported) {
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if (_antialiasing && OpenGLContext.framebufferObjectMultisampleSupported) {
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return new OpenGL::MultiSampleFrameBuffer(width, height, _antialiasing);
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return new OpenGL::MultiSampleFrameBuffer(width, height, _antialiasing);
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} else
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} else
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@ -46,11 +46,6 @@
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#endif
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#endif
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#if !defined(GL_MAX_SAMPLES)
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// The Android SDK does not declare GL_MAX_SAMPLES
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#define GL_MAX_SAMPLES 0x8D57
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#endif
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#elif defined(USE_GLEW)
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#elif defined(USE_GLEW)
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#include <GL/glew.h>
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#include <GL/glew.h>
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#elif defined(SDL_BACKEND) && defined(USE_OPENGL)
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#elif defined(SDL_BACKEND) && defined(USE_OPENGL)
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@ -60,3 +55,8 @@
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#endif
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#endif
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#endif
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#endif
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#if !defined(GL_MAX_SAMPLES)
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// The Android SDK and SDL1 don't declare GL_MAX_SAMPLES
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#define GL_MAX_SAMPLES 0x8D57
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#endif
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