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Date: Mon, 24 Jan 2005 21:37:56 +0800
From: Chris Taylor Subject: Patch to put back dynamic OpenGL loading for MPW I sent a patch a while ago that removes dynamic OpenGL loading for Macintosh Programmer's Workshop. Dynamic loading DOES actually work when an SDL program is built with MPW, it just has to be set up for it. (Whoops!!) This is the ideal way to get OpenGL extensions to work, which D2X uses quite a few of. This patch puts dynamic loading back in SDL for Mac OS 9. It applies to current CVS. I noticed that two members need to be set when DrawSprocket is used.
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@ -743,9 +743,7 @@ SDL_Surface * SDL_SetVideoMode (int width, int height, int bpp, Uint32 flags)
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/* Load GL symbols (before MakeCurrent, where we need glGetString). */
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if ( flags & (SDL_OPENGL | SDL_OPENGLBLIT) ) {
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#if (defined(macintosh) && !defined(__MWERKS__))
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#define __SDL_NOGETPROCADDR__
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#elif defined(__QNXNTO__) && (_NTO_VERSION < 630)
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#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
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#define __SDL_NOGETPROCADDR__
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#elif defined(__MINT__)
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#define __SDL_NOGETPROCADDR__
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@ -298,6 +298,8 @@ static SDL_VideoDevice *DSp_CreateDevice(int devindex)
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#ifdef HAVE_OPENGL
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device->GL_MakeCurrent = Mac_GL_MakeCurrent;
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device->GL_SwapBuffers = DSp_GL_SwapBuffers;
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device->GL_LoadLibrary = Mac_GL_LoadLibrary;
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device->GL_GetProcAddress = Mac_GL_GetProcAddress;
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#endif
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device->SetCaption = NULL;
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device->SetIcon = NULL;
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@ -790,7 +792,7 @@ rebuild:
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SDL_SetError ("Display Manager couldn't associate GDevice with display_id");
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return NULL;
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}
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if ( DSpFindBestContextOnDisplayID (&attrib, &dsp_context, display_id) != noErr ) {
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if ( DSpFindBestContextOnDisplayID(&attrib, &dsp_context, display_id) != noErr ) {
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SDL_SetError ("DrawSprocket couldn't find a suitable context on given display");
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return NULL;
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}
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@ -163,13 +163,8 @@ static SDL_VideoDevice *ROM_CreateDevice(int devindex)
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#ifdef HAVE_OPENGL
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device->GL_MakeCurrent = Mac_GL_MakeCurrent;
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device->GL_SwapBuffers = Mac_GL_SwapBuffers;
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#ifdef __MWERKS__
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device->GL_LoadLibrary = Mac_GL_LoadLibrary;
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device->GL_GetProcAddress = Mac_GL_GetProcAddress;
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#else
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device->GL_LoadLibrary = NULL;
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device->GL_GetProcAddress = NULL;
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#endif // CodeWarrior
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#endif // Have OpenGL
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device->SetCaption = Mac_SetCaption;
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device->SetIcon = NULL;
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