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
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
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
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