Perhaps the need for refactoring now becomes more apparent? :)
On Mon, Apr 16, 2012 at 3:09 PM, No Idea <[email protected]> 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_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 <[email protected]> wrote: > > Hello! > > > > I think Fabien can give to you more info but I try answer for you. > > > > 2012/4/16 No Idea <[email protected]>: > >> 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 > > [email protected] > > 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 > [email protected] > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >
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