// Original RenderTexture code: Mark J. Harris
// Original Render-to-depth-texture support: Thorsten Scheuermann
// Linux Copy-to-texture: Eric Werness
+// OS X: Alexander Powell (someone please help)
// Various Bug Fixes: Daniel (Redge) Sperl
// Bill Baxter
//
* Changelog:
*
* Jan. 2005, Removed GLEW dependencies, Erik Hofman
- * Added MacOS X support
+ * Mar. 2006, Added MAC OS X support, Alexander Powell
*/
#include <simgear/compiler.h>
-#if !defined( _WIN32 ) && !defined( __APPLE__ )
+#if !defined( _WIN32 ) && !defined( __MACH__ )
# include <X11/Xlib.h>
#endif
#include SG_GL_H
+#if defined( __MACH__)
+# include <OpenGL/OpenGL.h>
+#endif
#ifndef _WIN32
# include SG_GLX_H
#endif
-#ifdef __APPLE__
-# ifndef None
-# define None false
-# endif
-# ifndef True
-# define True true
-# endif
-#endif
#include <string>
#include <vector>
HDC _hPreviousDC;
HGLRC _hPreviousContext;
-#elif defined( __APPLE__ )
-
+#elif defined( __MACH__ )
+ CGLContextObj _hGLContext;
+ CGLPBufferObj _hPBuffer;
+
+ CGLContextObj _hPreviousContext;
#else
Display *_pDisplay;
GLXContext _hGLContext;
// Texture stuff
GLenum _iTextureTarget;
- unsigned int _iTextureID;
- unsigned int _iDepthTextureID;
+ GLuint _iTextureID;
+ GLuint _iDepthTextureID;
unsigned short* _pPoorDepthTexture; // [Redge]