#include <stdexcept>
-#include "extension.h"
+#include <msp/gl/extensions/arb_multitexture.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
#include "gl.h"
#include "texunit.h"
-#include "version_1_3.h"
using namespace std;
bool TexUnit::set_texgen(unsigned i, const TexGen *gen)
{
if(i>=4)
- throw invalid_argument("TexUnit::set_texgen");
+ throw out_of_range("TexUnit::set_texgen");
bool result = (texgen[i]!=gen);
texgen[i] = gen;
return result;
const TexGen *TexUnit::get_texgen(unsigned i)
{
if(i>=4)
- throw invalid_argument("TexUnit::get_texgen");
+ throw out_of_range("TexUnit::get_texgen");
return texgen[i];
}
static int count = -1;
if(count<0)
{
- if(is_version_at_least(2, 0) || is_supported("ARB_vertex_shader"))
+ if(ARB_vertex_shader)
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &count);
- else if(is_version_at_least(1, 3))
+ else if(ARB_multitexture)
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &count);
else
count = 1;
TexUnit &TexUnit::activate(unsigned n)
{
+ if(n>0)
+ static Require _req(ARB_multitexture);
if(n>=get_n_units())
throw out_of_range("TexUnit::activate");
if(units.size()<=n)
+ {
+ unsigned i = units.size();
units.resize(n+1);
+ for(; i<units.size(); ++i)
+ units[i].index = i;
+ }
if(cur_unit!=&units[n] && (cur_unit || n))
glActiveTexture(GL_TEXTURE0+n);