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