Adapting both GLES drivers to new addHighLevelShaderMaterial interfaces.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5890 dfc29bdd-3216-0410-991c-e03cc46cb475
Also added some comments to gl-es drivers about missing polygon offset code.
The merges had some changes for that in the OpenGL driver, but both es drivers have no code at all about this.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5889 dfc29bdd-3216-0410-991c-e03cc46cb475
- Allow to create images with floating point formats.
- No longer set world transform twice in CMeshSceneNode.
- Add IMaterialRenderer::getShaderConstantSetCallBack to allow access to user provided shader callbacks.
- Reset blend and alphatest states in GL and GLSL shader materials.
- Fix memory leak in OpenGL for automatic generated rendertarget depthbuffer textures.
- Remove .aps file from source control.
- Get rid of compile warnings in CAnimatedMeshHalfLife.cpp
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5683 dfc29bdd-3216-0410-991c-e03cc46cb475
This is mostly about cubemap changes. ES drivers compile, but not tested
if cubemaps work with them.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5664 dfc29bdd-3216-0410-991c-e03cc46cb475
WEBGL_depth_texture doesn't use same symbols as OES_packed_depth_stencil & OES_depth32 and also does not allow attaching depth and stencil buffers to RTT like other GL versions.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5557 dfc29bdd-3216-0410-991c-e03cc46cb475