- various compilations fixes for Symbian

- small cleanups of the TestSuite and Player classes
This commit is contained in:
Xawotihs
2011-09-19 19:49:45 +00:00
parent 180462f73c
commit bb65d2dc12
9 changed files with 59 additions and 56 deletions

View File

@@ -280,7 +280,7 @@ void JMD2Model::Render(int frameNum)
// display the textured model with proper lighting normals
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -296,7 +296,7 @@ void JMD2Model::Render(int frameNum)
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)|| (defined GL_VERSION_ES_CM_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)|| (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
float vertex_data[]={
pointList[mModel->triIndex[i].meshIndex[0]].x, pointList[mModel->triIndex[i].meshIndex[0]].y, pointList[mModel->triIndex[i].meshIndex[0]].z,
pointList[mModel->triIndex[i].meshIndex[2]].x, pointList[mModel->triIndex[i].meshIndex[2]].y, pointList[mModel->triIndex[i].meshIndex[2]].z,
@@ -330,7 +330,7 @@ void JMD2Model::Render(int frameNum)
}
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
glEnd();
@@ -483,7 +483,7 @@ void JMD2Model::Render()
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#else
@@ -538,7 +538,7 @@ void JMD2Model::Render()
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
float vertex_data[]={
vertex[0].x, vertex[0].y, vertex[0].z,
vertex[2].x, vertex[2].y, vertex[2].z,
@@ -572,7 +572,7 @@ void JMD2Model::Render()
}
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
glEnd();