Merge branch 'master' into SDL2
This commit is contained in:
@@ -233,19 +233,19 @@ namespace Nz
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break;
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case ShaderAst::ExpressionType::Float1:
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Append(String::Format("%F", node.values.vec1));
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Append(String::Number(node.values.vec1));
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break;
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case ShaderAst::ExpressionType::Float2:
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Append(String::Format("vec2(%F, %F)", node.values.vec2.x, node.values.vec2.y));
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Append("vec2(" + String::Number(node.values.vec2.x) + ", " + String::Number(node.values.vec2.y) + ")");
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break;
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case ShaderAst::ExpressionType::Float3:
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Append(String::Format("vec3(%F, %F, %F)", node.values.vec3.x, node.values.vec3.y, node.values.vec3.z));
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Append("vec3(" + String::Number(node.values.vec3.x) + ", " + String::Number(node.values.vec3.y) + ", " + String::Number(node.values.vec3.z) + ")");
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break;
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case ShaderAst::ExpressionType::Float4:
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Append(String::Format("vec4(%F, %F, %F, %F)", node.values.vec4.x, node.values.vec4.y, node.values.vec4.z, node.values.vec4.w));
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Append("vec4(" + String::Number(node.values.vec4.x) + ", " + String::Number(node.values.vec4.y) + ", " + String::Number(node.values.vec4.z) + ", " + String::Number(node.values.vec4.z) + ")");
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break;
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default:
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@@ -54,12 +54,6 @@ namespace Nz
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Create(type, format, width, height, depth, levelCount);
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}
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Texture::Texture(const Image* image)
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{
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ErrorFlags flags(ErrorFlag_ThrowException);
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LoadFromImage(image);
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}
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Texture::~Texture()
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{
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OnTextureRelease(this);
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@@ -389,5 +389,5 @@ namespace Nz
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UInt8 TextureSampler::s_defaultAnisotropyLevel = 1;
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SamplerFilter TextureSampler::s_defaultFilterMode = SamplerFilter_Trilinear;
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SamplerWrap TextureSampler::s_defaultWrapMode = SamplerWrap_Repeat;
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SamplerWrap TextureSampler::s_defaultWrapMode = SamplerWrap_Clamp;
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}
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@@ -67,17 +67,17 @@ namespace Nz
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UINT numFormats;
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int attributes[] = {
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WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
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WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
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WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
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WGL_COLOR_BITS_ARB, (parameters.bitsPerPixel == 32) ? 24 : parameters.bitsPerPixel,
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WGL_ALPHA_BITS_ARB, (parameters.bitsPerPixel == 32) ? 8 : 0,
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WGL_DEPTH_BITS_ARB, parameters.depthBits,
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WGL_STENCIL_BITS_ARB, parameters.stencilBits,
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WGL_DOUBLE_BUFFER_ARB, (parameters.doubleBuffered) ? GL_TRUE : GL_FALSE,
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WGL_SAMPLE_BUFFERS_ARB, GL_TRUE,
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WGL_SAMPLES_ARB, parameters.antialiasingLevel,
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0, 0
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WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
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WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
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WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
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WGL_COLOR_BITS_ARB, (parameters.bitsPerPixel == 32) ? 24 : parameters.bitsPerPixel,
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WGL_ALPHA_BITS_ARB, (parameters.bitsPerPixel == 32) ? 8 : 0,
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WGL_DEPTH_BITS_ARB, parameters.depthBits,
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WGL_STENCIL_BITS_ARB, parameters.stencilBits,
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WGL_DOUBLE_BUFFER_ARB, (parameters.doubleBuffered) ? GL_TRUE : GL_FALSE,
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WGL_SAMPLE_BUFFERS_ARB, GL_TRUE,
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WGL_SAMPLES_ARB, parameters.antialiasingLevel,
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0, 0
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};
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do
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