OpenGLRenderer: enable GL_TEXTURE_CUBE_MAP_SEAMLESS on OpenGL
to match other API behavior
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@ -19,6 +19,7 @@
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#define GL_FILL 0x1B02
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#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551
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#define GL_SPIR_V_BINARY_ARB 0x9552
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#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
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typedef void (GL_APIENTRYP PFNGLDRAWBUFFERPROC) (GLenum buf);
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typedef void (GL_APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
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typedef void (GL_APIENTRYP PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar* pEntryPoint, GLuint numSpecializationConstants, const GLuint* pConstantIndex, const GLuint* pConstantValue);
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@ -421,6 +421,10 @@ namespace Nz::GL
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#undef NAZARA_OPENGLRENDERER_EXT_FUNC
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#undef NAZARA_OPENGLRENDERER_FUNC
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// Always enable cubemap sampling (as it's the guaranteed behavior on Vulkan and OpenGL ES 3.0)
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if (m_params.type == ContextType::OpenGL && (glVersion >= 320 || m_supportedExtensions.count("GL_ARB_seamless_cube_map")))
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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// If we requested an OpenGL ES context but couldn't create one, check for some compatibility extensions
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if (params.type == ContextType::OpenGL_ES && m_params.type != params.type)
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{
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