Fixed the check for shaders availability.
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39f105b623
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@ -307,17 +307,20 @@ static GLuint texBlendLoc;
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static void createShaders()
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{
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const char *extString;
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hasShaders = true;
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if (glCreateShader == NULL || //use ==NULL instead of !func to avoid always true warnings for some systems
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glShaderSource == NULL ||
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glCompileShader == NULL ||
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glCreateProgram == NULL ||
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glAttachShader == NULL ||
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glLinkProgram == NULL ||
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glUseProgram == NULL ||
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glGetShaderInfoLog == NULL)
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NOSHADERS(1);
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extString = (const char*)glGetString(GL_EXTENSIONS);
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if ((strstr(extString, "GL_ARB_shading_language_100") == NULL) ||
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(strstr(extString, "GL_ARB_shader_objects") == NULL) ||
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(strstr(extString, "GL_ARB_vertex_shader") == NULL) ||
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(strstr(extString, "GL_ARB_fragment_shader") == NULL))
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{
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INFO("Your system doesn't support OpenGL shaders. Using fixed pipeline.\n");
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hasShaders = false;
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return;
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}
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vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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if(!vertexShaderID)
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@ -426,9 +429,7 @@ static char OGLInit(void)
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#endif
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/* Create the shaders */
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//as a hack for 0.9 release, we're disabling shaders.
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hasShaders = false;
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//createShaders();
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createShaders();
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/* Assign the texture units : 0 for main textures, 1 for toon table */
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/* Also init the locations for some variables in the shaders */
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