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@ -570,10 +570,9 @@ void GLPlatform::detect(OpenGLPlatformInterface platformInterface) |
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m_supportsGLSL = true; |
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m_textureNPOT = true; |
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#else |
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m_supportsGLSL = m_extensions.contains("GL_ARB_shading_language_100") && |
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m_extensions.contains("GL_ARB_shader_objects") && |
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m_extensions.contains("GL_ARB_fragment_shader") && |
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m_extensions.contains("GL_ARB_vertex_shader"); |
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m_supportsGLSL = m_extensions.contains("GL_ARB_shader_objects") && |
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m_extensions.contains("GL_ARB_fragment_shader") && |
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m_extensions.contains("GL_ARB_vertex_shader"); |
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m_textureNPOT = m_extensions.contains("GL_ARB_texture_non_power_of_two"); |
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#endif |
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@ -582,10 +581,9 @@ void GLPlatform::detect(OpenGLPlatformInterface platformInterface) |
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GLXContext ctx = glXGetCurrentContext(); |
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m_directRendering = glXIsDirect(display(), ctx); |
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m_supportsGLSL = m_extensions.contains("GL_ARB_shading_language_100") && |
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m_extensions.contains("GL_ARB_shader_objects") && |
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m_extensions.contains("GL_ARB_fragment_shader") && |
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m_extensions.contains("GL_ARB_vertex_shader"); |
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m_supportsGLSL = m_extensions.contains("GL_ARB_shader_objects") && |
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m_extensions.contains("GL_ARB_fragment_shader") && |
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m_extensions.contains("GL_ARB_vertex_shader"); |
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m_textureNPOT = m_extensions.contains("GL_ARB_texture_non_power_of_two"); |
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#endif |
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