diff --git a/glES-porting.txt b/glES-porting.txt new file mode 100644 index 000000000..a2b99c720 --- /dev/null +++ b/glES-porting.txt @@ -0,0 +1,48 @@ +./Renderer/FBO.cpp:116: glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); +./Renderer/FBO.cpp:120: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); +./Renderer/FBO.cpp:121: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); +./Renderer/FBO.cpp:128: glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); +./Renderer/FBO.cpp:131: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); +./Renderer/FBO.cpp:132: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); +./Renderer/FBO.cpp:172: glTexImage2D(GL_TEXTURE_2D, +./Renderer/FBO.cpp:213: glTexImage2D(GL_TEXTURE_2D, +./Renderer/FBO.cpp:75: glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); +./Renderer/FBO.cpp:77: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); +./Renderer/FBO.cpp:78: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); +./Renderer/Renderable.cpp:171: glColorPointer(4,GL_FLOAT,0,colors); +./Renderer/Renderable.cpp:230: glColorPointer(4,GL_FLOAT,0,colors); +./Renderer/Renderable.cpp:340: // glRect doesn't exist in GLES I think +./Renderer/Renderable.cpp:341: // TODO: replace glRect +./Renderer/Renderable.cpp:343: glRectd(of, of, of+iff, texof); +./Renderer/Renderable.cpp:344: glRectd(of+iff, of, texof-iff, of+iff); +./Renderer/Renderable.cpp:345: glRectd(texof-iff, of, texof, texof); +./Renderer/Renderable.cpp:346: glRectd(of+iff, texof, texof-iff, texof-iff); +./Renderer/Renderable.cpp:61: glColorPointer(4,GL_FLOAT,0,colors); +./Renderer/Renderer.cpp:310: glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); +./Renderer/Renderer.cpp:311: glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +./Renderer/Renderer.cpp:313: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); +./Renderer/Renderer.cpp:314: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); +./Renderer/SOIL/SOIL.c:1259: glTexImage2D( +./Renderer/SOIL/SOIL.c:1263: check_for_GL_errors( "glTexImage2D" ); +./Renderer/SOIL/SOIL.c:1269: glTexImage2D( +./Renderer/SOIL/SOIL.c:1273: check_for_GL_errors( "glTexImage2D" ); +./Renderer/SOIL/SOIL.c:1318: glTexImage2D( +./Renderer/SOIL/SOIL.c:1322: check_for_GL_errors( "glTexImage2D" ); +./Renderer/SOIL/SOIL.c:1327: glTexImage2D( +./Renderer/SOIL/SOIL.c:1331: check_for_GL_errors( "glTexImage2D" ); +./Renderer/SOIL/SOIL.c:1364: unsigned int clamp_mode = GL_CLAMP; +./Renderer/SOIL/SOIL.c:1753: glTexImage2D( +./Renderer/SOIL/SOIL.c:1782: glTexImage2D( +./Renderer/SOIL/SOIL.c:1831: unsigned int clamp_mode = GL_CLAMP; +./Renderer/SOIL/SOIL.c:2019: glXGetProcAddressARB +./Renderer/ShaderEngine.cpp:107: glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_perlin); +./Renderer/ShaderEngine.cpp:39: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize/2, texsize/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); +./Renderer/ShaderEngine.cpp:47: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 4, texsize / 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); +./Renderer/ShaderEngine.cpp:492: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texture->wrap ? GL_REPEAT : GL_CLAMP); +./Renderer/ShaderEngine.cpp:493: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texture->wrap ? GL_REPEAT : GL_CLAMP); +./Renderer/ShaderEngine.cpp:55: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 8, texsize / 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); +./Renderer/ShaderEngine.cpp:71: glTexImage2D(GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_lq_lite); +./Renderer/ShaderEngine.cpp:80: glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_lq); +./Renderer/ShaderEngine.cpp:89: glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_mq); +./Renderer/ShaderEngine.cpp:98: glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_hq); +./Renderer/Waveform.cpp:108: glColorPointer(4,GL_FLOAT,0,colors);