diff options
author | reduz <juan@okamstudio.com> | 2016-12-21 02:29:58 -0300 |
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committer | reduz <juan@okamstudio.com> | 2016-12-21 02:29:58 -0300 |
commit | 72b844c34999d8615450798ed1f27ef24a72d8ce (patch) | |
tree | cc51d63b1725459d0da37fd807301d8e3540a395 /drivers | |
parent | 075fde7f26d6c3b02df5108065d1a9f979437bb8 (diff) |
Godot works on Windows again..
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 8 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 2 |
5 files changed, 9 insertions, 9 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 3c6094a41d..6bd440eec1 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1257,16 +1257,16 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons CameraMatrix projection; { real_t fov = 90; - real_t near = p_near; - real_t far = p_far; + real_t nearp = p_near; + real_t farp = p_far; real_t aspect = 1.0; - real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) ); + real_t ymax = nearp * Math::tan( Math::deg2rad( fov * 0.5 ) ); real_t ymin = - ymax; real_t xmin = ymin * aspect; real_t xmax = ymax * aspect; - projection.set_frustum( xmin, xmax, ymin, ymax, near, far ); + projection.set_frustum( xmin, xmax, ymin, ymax, nearp, farp ); } Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0)); diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 3924ffb75f..110436b9d5 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -131,7 +131,7 @@ void RasterizerGLES3::initialize() { } glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); - glDebugMessageCallbackARB(_gl_debug_print, NULL); +// glDebugMessageCallbackARB(_gl_debug_print, NULL); glEnable(_EXT_DEBUG_OUTPUT); #endif diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 524e683738..65591de56e 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -996,7 +996,7 @@ void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_insta light_instance->shadow_transform[p_pass].camera=p_projection; light_instance->shadow_transform[p_pass].transform=p_transform; - light_instance->shadow_transform[p_pass].far=p_far; + light_instance->shadow_transform[p_pass].farplane=p_far; light_instance->shadow_transform[p_pass].split=p_split; } @@ -4443,7 +4443,7 @@ static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, V float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] // Compute distribution direction - float Phi = 2.0f * M_PI * Xi.x; + float Phi = 2.0f * Math_PI * Xi.x; float CosTheta = Math::sqrt((1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y)); float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta)); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 5eb2be1cc2..ef1b7b8d38 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -482,7 +482,7 @@ public: CameraMatrix camera; Transform transform; - float far; + float farplane; float split; }; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8262487f9d..eca916854a 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -133,7 +133,7 @@ Image RasterizerStorageGLES3::_get_gl_image_and_format(const Image& p_image, Ima } break; case Image::FORMAT_RGB565: { -#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-) +//#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-) r_gl_internal_format=GL_RGB5; //r_gl_internal_format=GL_RGB565; r_gl_format=GL_RGB; |