| Summary: | OpenGL ES renderer tries to load OES functions unconditionally [patch] | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Gabriel Jacobo <gabomdq> |
| Component: | render | Assignee: | Gabriel Jacobo <gabomdq> |
| Status: | RESOLVED FIXED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | normal | ||
| Priority: | P2 | ||
| Version: | HG 2.0 | ||
| Hardware: | x86_64 | ||
| OS: | Linux | ||
| Attachments: | Dont fail if OES functions dont load | ||
|
Description
Gabriel Jacobo
2013-08-15 13:26:20 UTC
The patch seems reasonable as far as it goes. Are the OES functions only used in the streaming texture codepath? Should they be checked for NULL at any point? Target textures aren't an optional feature in the API at this point. If there's no way to support them in the NVIDIA codepath we need to figure out an alternative. The rest of the OES functions are protected correctly by an extension check (AFAICT). We could add null checks but it would be redundant. Target textures work fine with OpenGL ES2 with nVidia binaries, I think they just winged it with the ES 1.x support :) |