opengl32.lib doesn't provide glActiveTexture

This commit is contained in:
tildearrow 2023-06-03 02:10:28 -05:00
parent bfd7a94660
commit 398a896d6e
1 changed files with 3 additions and 1 deletions

View File

@ -29,6 +29,7 @@ PFNGLBINDBUFFERPROC furBindBuffer=NULL;
PFNGLBUFFERDATAPROC furBufferData=NULL; PFNGLBUFFERDATAPROC furBufferData=NULL;
PFNGLVERTEXATTRIBPOINTERPROC furVertexAttribPointer=NULL; PFNGLVERTEXATTRIBPOINTERPROC furVertexAttribPointer=NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC furEnableVertexAttribArray=NULL; PFNGLENABLEVERTEXATTRIBARRAYPROC furEnableVertexAttribArray=NULL;
PFNGLACTIVETEXTUREPROC furActiveTexture=NULL;
PFNGLCREATESHADERPROC furCreateShader=NULL; PFNGLCREATESHADERPROC furCreateShader=NULL;
PFNGLSHADERSOURCEPROC furShaderSource=NULL; PFNGLSHADERSOURCEPROC furShaderSource=NULL;
@ -163,7 +164,7 @@ void* FurnaceGUIRenderGL::createTexture(bool dynamic, int width, int height) {
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8_REV,NULL)); C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8_REV,NULL));
C(glActiveTexture(GL_TEXTURE0)); C(furActiveTexture(GL_TEXTURE0));
t->width=width; t->width=width;
t->height=height; t->height=height;
return t; return t;
@ -321,6 +322,7 @@ bool FurnaceGUIRenderGL::init(SDL_Window* win) {
LOAD_PROC_MANDATORY(furBufferData,PFNGLBUFFERDATAPROC,"glBufferData"); LOAD_PROC_MANDATORY(furBufferData,PFNGLBUFFERDATAPROC,"glBufferData");
LOAD_PROC_MANDATORY(furVertexAttribPointer,PFNGLVERTEXATTRIBPOINTERPROC,"glVertexAttribPointer"); LOAD_PROC_MANDATORY(furVertexAttribPointer,PFNGLVERTEXATTRIBPOINTERPROC,"glVertexAttribPointer");
LOAD_PROC_MANDATORY(furEnableVertexAttribArray,PFNGLENABLEVERTEXATTRIBARRAYPROC,"glEnableVertexAttribArray"); LOAD_PROC_MANDATORY(furEnableVertexAttribArray,PFNGLENABLEVERTEXATTRIBARRAYPROC,"glEnableVertexAttribArray");
LOAD_PROC_MANDATORY(furActiveTexture,PFNGLACTIVETEXTUREPROC,"glActiveTexture");
LOAD_PROC_OPTIONAL(furCreateShader,PFNGLCREATESHADERPROC,"glCreateShader"); LOAD_PROC_OPTIONAL(furCreateShader,PFNGLCREATESHADERPROC,"glCreateShader");
LOAD_PROC_OPTIONAL(furShaderSource,PFNGLSHADERSOURCEPROC,"glShaderSource"); LOAD_PROC_OPTIONAL(furShaderSource,PFNGLSHADERSOURCEPROC,"glShaderSource");