Use Vertex Buffer Objects for rendering of 3D volumes if possible.

This commit is contained in:
bubnikv 2017-03-16 14:02:28 +01:00
parent c32c7fa1dc
commit 7f7d2da5fe
8 changed files with 257 additions and 103 deletions

View file

@ -174,7 +174,7 @@ void* NSGLGetProcAddress (const GLubyte *name)
#if defined(GLEW_REGAL)
# define glewGetProcAddress(name) regalGetProcAddress((const GLchar *) name)
#elif defined(_WIN32)
# define glewGetProcAddress(name) ((LPCSTR)name)
# define glewGetProcAddress(name) wglGetProcAddress((LPCSTR)name)
#elif defined(__APPLE__) && !defined(GLEW_APPLE_GLX)
# define glewGetProcAddress(name) NSGLGetProcAddress(name)
#elif defined(__sgi) || defined(__sun) || defined(__HAIKU__)
@ -12105,8 +12105,10 @@ GLenum GLEWAPIENTRY wglewInit (WGLEW_CONTEXT_ARG_DEF_LIST)
extStart = (const GLubyte*)"";
else
extStart = (const GLubyte*)_wglewGetExtensionsStringEXT();
else
extStart = (const GLubyte*)_wglewGetExtensionsStringARB(wglGetCurrentDC());
else {
HDC dc = wglGetCurrentDC();
extStart = (const GLubyte*)_wglewGetExtensionsStringARB(dc);
}
extEnd = extStart + _glewStrLen(extStart);
/* initialize extensions */
crippled = _wglewGetExtensionsStringARB == NULL && _wglewGetExtensionsStringEXT == NULL;