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authorLauren Budorick <lauren@mapbox.com>2017-04-04 18:10:41 -0700
committerLauren Budorick <lauren@mapbox.com>2017-04-24 17:09:08 -0700
commitfe75af550ae55d3a1f51331acbc84d876be1c73c (patch)
tree0f16d875843b45bef114502ca4fee1c63bd76dd5
parent40ea524ba575779416980c003a62d3223f82aab6 (diff)
downloadqtlocation-mapboxgl-fe75af550ae55d3a1f51331acbc84d876be1c73c.tar.gz
Define DepthComponent as GL/GLES-dependent
* GLES ES2 supports only GL_DEPTH_COMPONENT16 as a valid RenderbufferStorage internalformat (though GLES ES3 will support 16, 24 and 32F) * OpenGL supports GL_DEPTH_COMPONENT, which determines its own size as needed. This is necessary as 16 bits seems to not be high enough resolution for desktop implementations
-rw-r--r--src/mbgl/gl/types.hpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/mbgl/gl/types.hpp b/src/mbgl/gl/types.hpp
index acd0e016be..e3dc8589fc 100644
--- a/src/mbgl/gl/types.hpp
+++ b/src/mbgl/gl/types.hpp
@@ -35,12 +35,14 @@ enum class DataType : uint32_t {
};
enum class RenderbufferType : uint32_t {
- // TODO note: this is RGBA8 (can be found in gl.h: RGBA8 is 0x8058, RGBA4 is 0x8056); gl-js FillExtrusionTexture uses RGBA4 -- this likely doesn't matter, but confirm
RGBA = 0x8058,
RGBA4 = 0x8056,
DepthStencil = 0x88F0,
-// DepthComponent = 0x1902, // GL_DEPTH_COMPONENT
- DepthComponent = 0x81A5, // GL_DEPTH_COMPONENT16
+#if not MBGL_USE_GLES2
+ DepthComponent = 0x1902, // GL_DEPTH_COMPONENT
+#else
+ DepthComponent = 0x81A5, //GL_DEPTH_COMPONENT16
+#endif // MBGL_USE_GLES2
};
enum class TextureMipMap : bool { No = false, Yes = true };