[GLExtensions] Remove a bunch of unneeded headers. Fix Linux+EGL compiling. Move include to glx.h around to work around it including global GL/gl.h

This commit is contained in:
Ryan Houdek 2014-01-13 03:14:09 -06:00 committed by degasus
parent 6cdb05b633
commit 3d4d3f6b11
6 changed files with 4 additions and 30 deletions

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@ -352,10 +352,6 @@ if(NOT ANDROID)
if(NOT USE_GLES3)
include(FindOpenGL)
include_directories(${OPENGL_INCLUDE_DIR})
add_definitions(-DGLEW_NO_GLU)
else()
set(X11_FOUND 1)
endif()
include(FindALSA OPTIONAL)

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@ -19,8 +19,6 @@
#include "GLInterface.h"
#include "Android/ButtonManager.h"
extern void DrawButton(GLuint tex, float *coords);
namespace ButtonManager
{
// Pair key is padID, BUTTONTYPE

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@ -10,12 +10,7 @@
#else
#include "Thread.h"
#ifdef ANDROID
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <EGL/egl.h>
#include "GLInterface/EGL.h"
#elif defined(USE_EGL) && USE_EGL
#if defined(USE_EGL) && USE_EGL
#include "GLInterface/EGL.h"
#elif defined(__APPLE__)
#include "GLInterface/AGL.h"
@ -23,10 +18,12 @@
#include "GLInterface/WGL.h"
#elif defined(HAVE_X11) && HAVE_X11
#include "GLInterface/GLX.h"
#include <GL/glx.h>
#else
#error Platform doesnt have a GLInterface
#endif
typedef struct {
#if defined(USE_EGL) && USE_EGL // This is currently a X11/EGL implementation for desktop
int screen;

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@ -17,13 +17,7 @@
#ifndef _INTERFACEEGL_H_
#define _INTERFACEEGL_H_
#if USE_GLES
#include <GL/gl.h>
#else
#include <GL/glxew.h>
#include <GL/gl.h>
#endif
#include <EGL/egl.h>
#include "InterfaceBase.h"
class cPlatform;

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@ -17,11 +17,6 @@
#ifndef _INTERFACEGLX_H_
#define _INTERFACEGLX_H_
#include <GL/gl.h>
#include <GL/glx.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include "X11_Util.h"
#include "InterfaceBase.h"

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@ -69,12 +69,6 @@ bool cXInterface::Initialize(void *config)
if (GLWin.parent == 0)
GLWin.parent = RootWindow(GLWin.dpy, GLWin.screen);
/* Set initial projection/viewing transformation.
* We can't be sure we'll get a ConfigureNotify event when the window
* first appears.
*/
glViewport(0, 0, (GLint) GLWin.width, (GLint) GLWin.height);
return true;
}