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 4/16/12, Alexander Wolf <alex.v.w...@gmail.com> wrote: > Hello! > > I think Fabien can give to you more info but I try answer for you. > > 2012/4/16 No Idea <kiithsa...@gmail.com>: >> 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 mode. Safe mode switch Stellarium to forced GL1 > mode (main.cpp:269) > > -- > With best regards, Alexander > > ------------------------------------------------------------------------------ > For Developers, A Lot Can Happen In A Second. > Boundary is the first to Know...and Tell You. > Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! > http://p.sf.net/sfu/Boundary-d2dvs2 > _______________________________________________ > Stellarium-pubdevel mailing list > Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel