Re: [Stellarium-pubdevel] (GL refactor) encountered some problems

2012-04-16 Thread Reaves, Timothy
Perhaps the need for refactoring now becomes more apparent? :) On Mon, Apr 16, 2012 at 3:09 PM, No Idea wrote: > I can see the STELPAINTER_GL2 is implied by USE_OPENGL_ES2, > but I thought STELPAINTER_GL2 is also used for desktop GL2 builds. > > It seems to me that not enabling STELPAINTER_GL

Re: [Stellarium-pubdevel] (GL refactor) encountered some problems

2012-04-16 Thread No Idea
I can see the STELPAINTER_GL2 is implied by USE_OPENGL_ES2, but I thought STELPAINTER_GL2 is also used for desktop GL2 builds. It seems to me that not enabling STELPAINTER_GL2 leaves no GL2 features at all. Wouldn't this mean that the desktop version code is purely GL1 feature-wise? FM On 4/16/1

Re: [Stellarium-pubdevel] (GL refactor) encountered some problems

2012-04-16 Thread Alexander Wolf
Hello! I think Fabien can give to you more info but I try answer for you. 2012/4/16 No Idea : > So, how are the GL2 builds compiled currently? Stellarium build with STELPAINTER_GL2 macro only for OpenGL ES (StelPainter.hpp:38). This key used for Maemo/Android ports. For desktop use a GL1+GL2 mod

Re: [Stellarium-pubdevel] Trouble with make macosx_bundle

2012-04-16 Thread Reaves, Timothy
You do not need to make any ot the changes you mention. I'm not at my Mac now, so I'll e-mail out the line number in about eight hours. If you look at the error message, and just search for - I believe - macosx bundle, you should find the line. But I'll e-mail out later. On Mon, Apr 16, 2012 a