applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate.

This commit is contained in:
Erwin Coumans
2006-04-11 05:57:30 +00:00
parent e9d4518c3a
commit 8dbe14b70b
14 changed files with 131 additions and 120 deletions

View File

@@ -406,7 +406,6 @@ PFNGLGETACTIVEATTRIBARBPROC blGetActiveAttribARB;
PFNGLGETATTRIBLOCATIONARBPROC blGetAttribLocationARB;
#endif
#if 0 // TODO: GL_ARB_vertex/fragment_program support
#ifdef GL_ARB_vertex_program
PFNGLVERTEXATTRIB1FARBPROC blVertexAttrib1fARB;
PFNGLVERTEXATTRIB1FVARBPROC blVertexAttrib1fvARB;
@@ -421,7 +420,6 @@ PFNGLGETATTRIBLOCATIONARBPROC blGetAttribLocationARB;
PFNGLGETVERTEXATTRIBFVARBPROC blGetVertexAttribfvARB;
PFNGLGETVERTEXATTRIBIVARBPROC blGetVertexAttribivARB;
#endif
#endif
#ifdef GL_EXT_compiled_vertex_array
PFNGLLOCKARRAYSEXTPROC blLockArraysEXT;
@@ -612,7 +610,6 @@ static void LinkExtensions()
}
#endif
#if 0 // TODO: GL_ARB_vertex/fragment_program support
#if defined(GL_ARB_vertex_program)
if (QueryExtension("GL_ARB_vertex_program"))
{
@@ -637,7 +634,6 @@ static void LinkExtensions()
}
}
#endif
#endif
#ifdef GL_ARB_depth_texture