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
> >
> >
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Monitor Your Applications in Ultra-Fine Resolution. Try it FREE!
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