mirror of https://github.com/axmolengine/axmol.git
Windows 8.1 ANGLE reguires vert and frag shaders to use same precision
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1112cad792
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@ -418,7 +418,9 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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}
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const GLchar *sources[] = {
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WINRT
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(type == GL_VERTEX_SHADER ? "precision mediump float;\n precision mediump int;\n" : "precision mediump float;\n precision mediump int;\n"),
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#elif (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
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(type == GL_VERTEX_SHADER ? "precision highp float;\n precision highp int;\n" : "precision mediump float;\n precision mediump int;\n"),
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#endif
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"uniform mat4 CC_PMatrix;\n"
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@ -562,7 +564,7 @@ bool GLProgram::link()
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_vertShader = _fragShader = 0;
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#if DEBUG || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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#if DEBUG || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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