FIxing the compilation issue for linux

This commit is contained in:
Sam Gateau 2015-03-03 11:09:11 -08:00
parent 598b791aee
commit cad2184927

View file

@ -395,8 +395,7 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
}
void GLBackend::initTransform() {
#if defined(Q_OS_MAC)
#elif defined(Q_OS_WIN)
#if defined(Q_OS_WIN)
glGenBuffers(1, &_transform._transformObjectBuffer);
glGenBuffers(1, &_transform._transformCameraBuffer);
@ -413,8 +412,7 @@ void GLBackend::initTransform() {
}
void GLBackend::killTransform() {
#if defined(Q_OS_MAC)
#elif defined(Q_OS_WIN)
#if defined(Q_OS_WIN)
glDeleteBuffers(1, &_transform._transformObjectBuffer);
glDeleteBuffers(1, &_transform._transformCameraBuffer);
#else
@ -443,8 +441,7 @@ void GLBackend::updateTransform() {
}
if (_transform._invalidView || _transform._invalidProj) {
#if defined(Q_OS_MAC)
#elif defined(Q_OS_WIN)
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
@ -454,8 +451,7 @@ void GLBackend::updateTransform() {
}
if (_transform._invalidModel) {
#if defined(Q_OS_MAC)
#elif defined(Q_OS_WIN)
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
@ -464,15 +460,14 @@ void GLBackend::updateTransform() {
#endif
}
#if defined(Q_OS_MAC)
#elif defined(Q_OS_WIN)
#if defined(Q_OS_WIN)
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._transformObjectBuffer);
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, _transform._transformCameraBuffer);
CHECK_GL_ERROR();
#endif
#if defined(Q_OS_MAC)
#if defined(Q_OS_MAC) || defined(Q_OS_LINUX)
// Do it again for fixed pipeline until we can get rid of it
if (_transform._invalidProj) {
if (_transform._lastMode != GL_PROJECTION) {