qglGetActiveUniform = wrapglGetActiveUniform;
qglGetAttachedShaders = wrapglGetAttachedShaders;
qglGetBooleanv = wrapglGetBooleanv;
- qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
+// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
qglGetDoublev = wrapglGetDoublev;
qglGetFloatv = wrapglGetFloatv;
qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
qglPointSize = wrapglPointSize;
qglPolygonMode = wrapglPolygonMode;
qglPolygonOffset = wrapglPolygonOffset;
- qglPolygonStipple = wrapglPolygonStipple;
+// qglPolygonStipple = wrapglPolygonStipple;
qglReadBuffer = wrapglReadBuffer;
qglReadPixels = wrapglReadPixels;
qglRenderbufferStorageEXT = wrapglRenderbufferStorage;
vid.support.ext_blend_minmax = false;
vid.support.ext_blend_subtract = true;
vid.support.ext_draw_range_elements = true;
- vid.support.ext_framebuffer_object = true;
+ vid.support.ext_framebuffer_object = false;//true;
vid.support.ext_stencil_two_side = false;
vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd...
vid.support.ext_texture_compression_s3tc = false;
else
SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
#else
- // TODO: SDL_GL_CONTEXT_MAJOR_VERSION, SDL_GL_CONTEXT_MINOR_VERSION
+#ifdef __IPHONEOS__
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
+ // FIXME: get proper resolution from OS somehow (iPad for instance...)
+ mode->width = 320;
+ mode->height = 480;
+#endif
#endif
video_bpp = mode->bitsperpixel;
return false;
}
+ mode->width = screen->w;
+ mode->height = screen->h;
vid_softsurface = NULL;
vid.softpixels = NULL;