diff --git a/nanoWrap.cpp b/nanoWrap.cpp
index 8749bfbf3a98a7e00858124d1cb075625638e46f..5c5eec805314a6a8deb061897e67b88e7b0e7d54 100644 (file)
--- a/nanoWrap.cpp
+++ b/nanoWrap.cpp
GLboolean scissor_test;
GLboolean stencil_test;
GLboolean depthmask;
- GLclampf depth_range_near;
- GLclampf depth_range_far;
+ GLclampd depth_range_near;
+ GLclampd depth_range_far;
GLenum depth_func;
GLenum cullface;
GLenum shademodel;
currentVertexAttrib.alpha = (unsigned char)ClampTo255( alpha * 255.0f );
}
-void glOrtho( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar )
+void glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar )
{
FlushOnStateChange( );
#ifdef USE_CORE_PROFILE
glEsImpl->glScalef( x, y, z );
}
-void glDepthRange( GLclampf zNear, GLclampf zFar )
+void glDepthRange( GLclampd zNear, GLclampd zFar )
{
if ( ( nanoglState.depth_range_near == zNear ) && ( nanoglState.depth_range_far == zFar ) )
{
glEsImpl->glCullFace( mode );
}
-void glFrustum( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar )
+void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar )
{
FlushOnStateChange( );
glEsImpl->glFrustumf( left, right, bottom, top, zNear, zFar );
activetmu = texture;
}
+void glActiveTextureARB( GLenum texture )
+{
+ if( skipnanogl )
+ {
+ glEsImpl->glActiveTexture( texture );
+ return;
+ }
+ if ( activetmu == texture )
+ {
+ return;
+ }
+ if ( delayedttmuchange )
+ {
+ delayedttmuchange = GL_FALSE;
+ }
+ else
+ {
+ delayedttmuchange = GL_TRUE;
+ delayedtmutarget = texture;
+ }
+ if ( texture == GL_TEXTURE0 )
+ {
+ activetmuState = &tmuState0;
+ }
+ else
+ {
+ activetmuState = &tmuState1;
+ }
+ activetmu = texture;
+}
+
void glClientActiveTexture( GLenum texture )
{
if( skipnanogl )
}
clientactivetmu = texture;
}
+void glClientActiveTextureARB( GLenum texture )
+{
+ if( skipnanogl )
+ {
+ glEsImpl->glClientActiveTexture( texture );
+ return;
+ }
+ clientactivetmu = texture;
+}
+
void glPolygonMode( GLenum face, GLenum mode )
{
glEsImpl->glDeleteTextures( n, textures );
}
-void glClearDepth( GLclampf depth )
+void glClearDepth( GLclampd depth )
{
FlushOnStateChange( );
glEsImpl->glClearDepthf( depth );
glEsImpl->glPixelStorei( pname, param );
}
+void glFogi( GLenum pname, GLint param )
+{
+ FlushOnStateChange( );
+ glEsImpl->glFogf( pname, param );
+}
+
void glFogf( GLenum pname, GLfloat param )
{
FlushOnStateChange( );