Fixes some build errors from the OS X 10.5 SDK, refs #1768
This was SVN commit r12998.
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@ -118,8 +118,8 @@ void CPostprocManager::RecreateBuffers()
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// Allocate the Depth/Stencil texture.
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glGenTextures(1, (GLuint*)&m_DepthTex);
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glBindTexture(GL_TEXTURE_2D, m_DepthTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_Width, m_Height,
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0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, m_Width, m_Height,
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0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
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GL_NONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -305,7 +305,7 @@ void CPostprocManager::CaptureRenderOutput()
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
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pglDrawBuffers(1, buffers);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
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@ -421,13 +421,13 @@ void CPostprocManager::ApplyPostproc()
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}
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT };
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pglDrawBuffers(1, buffers);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
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pglDrawBuffers(1, buffers);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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@ -322,7 +322,7 @@ void ShadowMapInternals::CreateTexture()
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}
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// save the caller's FBO
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &SavedViewFBO);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &SavedViewFBO);
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pglGenFramebuffersEXT(1, &Framebuffer);
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@ -457,7 +457,7 @@ void ShadowMap::BeginRender()
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// HACK HACK: this depends in non-obvious ways on the behaviour of the caller
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// save caller's FBO
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m->SavedViewFBO);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &m->SavedViewFBO);
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// Calc remaining shadow matrices
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m->CalcShadowMatrices();
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