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#15 fix OSX and iOS build
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10
src/core.h
10
src/core.h
@@ -92,8 +92,8 @@
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#define glDeleteVertexArrays glDeleteVertexArraysOES
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#define glBindVertexArray glBindVertexArrayOES
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#define GL_CLAMP_TO_BORDER GL_CLAMP_TO_BORDER_EXT
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#define GL_TEXTURE_BORDER_COLOR GL_TEXTURE_BORDER_COLOR_EXT
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#define GL_CLAMP_TO_BORDER 0x812D
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#define GL_TEXTURE_BORDER_COLOR 0x1004
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#define GL_TEXTURE_COMPARE_MODE GL_TEXTURE_COMPARE_MODE_EXT
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#define GL_TEXTURE_COMPARE_FUNC GL_TEXTURE_COMPARE_FUNC_EXT
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@@ -106,6 +106,10 @@
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#include <OpenGL/glext.h>
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#include <AGL/agl.h>
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#define GL_RGBA16F 0x881A
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#define GL_RGBA32F 0x8814
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#define GL_HALF_FLOAT 0x140B
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#define GL_RGB565 GL_RGBA
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#define GL_TEXTURE_COMPARE_MODE 0x884C
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#define GL_TEXTURE_COMPARE_FUNC 0x884D
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@@ -816,7 +820,7 @@ namespace Core {
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void copyTarget(Texture *dst, int xOffset, int yOffset, int x, int y, int width, int height) {
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validateRenderState();
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dst->bind(sDiffuse);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, x, y, width, height);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, x, y, width, height); // TODO: too bad for iOS devices!
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}
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vec4 copyPixel(int x, int y) { // GPU sync!
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