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Made init update the renderer->shader_version for core GL 3.

+6 -2
+2 -2
include/SDL_gpu_OpenGL_3.h
··· 31 31 32 32 33 33 #define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE \ 34 - "#version 150\n\ 34 + "#version 130\n\ 35 35 \ 36 36 in vec2 gpu_Vertex;\n\ 37 37 in vec2 gpu_TexCoord;\n\ ··· 50 50 51 51 // Tier 3 uses shader attributes to send position, texcoord, and color data for each vertex. 52 52 #define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE \ 53 - "#version 150\n\ 53 + "#version 130\n\ 54 54 \ 55 55 in vec2 gpu_Vertex;\n\ 56 56 in vec4 gpu_Color;\n\
+3
src/renderer_GL_common.inl
··· 867 867 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); 868 868 else 869 869 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); 870 + 871 + // Set newer default shader version for core-capable contexts 872 + renderer->shader_version = SDL_GPU_GLSL_VERSION_CORE; 870 873 } 871 874 #endif 872 875
+1
src/renderer_OpenGL_3.c
··· 19 19 #define SDL_GPU_SKIP_LINE_WIDTH 20 20 #define SDL_GPU_GL_TIER 3 21 21 #define SDL_GPU_GLSL_VERSION 130 22 + #define SDL_GPU_GLSL_VERSION_CORE 150 22 23 #define SDL_GPU_GL_MAJOR_VERSION 3 23 24 #define SDL_GPU_ENABLE_CORE_SHADERS 24 25