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Windows build fixes.

pull/279/head
Vladimír Vondruš 14 years ago
parent
commit
97c516fd4c
  1. 6
      src/AbstractTexture.h
  2. 2
      src/Light.h
  3. 4
      src/MeshTools/FlipNormals.h

6
src/AbstractTexture.h

@ -555,7 +555,7 @@ You can also use the constructor directly instead of binary OR:
InternalFormat fmt2(Components::RGBA, ComponentType::NormalizedUnsignedByte); InternalFormat fmt2(Components::RGBA, ComponentType::NormalizedUnsignedByte);
@endcode @endcode
*/ */
class AbstractTexture::InternalFormat { class MAGNUM_EXPORT AbstractTexture::InternalFormat {
public: public:
/** @brief Constructor from component count and data type per component */ /** @brief Constructor from component count and data type per component */
InternalFormat(Components components, ComponentType type); InternalFormat(Components components, ComponentType type);
@ -599,7 +599,7 @@ template<> struct AbstractTexture::DataHelper<1> {
glTexSubImage1D(target, mipLevel, offset[0], image->dimensions()[0], static_cast<GLenum>(image->components()), static_cast<GLenum>(image->type()), image->data()); glTexSubImage1D(target, mipLevel, offset[0], image->dimensions()[0], static_cast<GLenum>(image->components()), static_cast<GLenum>(image->type()), image->data());
} }
}; };
template<> struct AbstractTexture::DataHelper<2> { template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<2> {
enum class Target: GLenum { enum class Target: GLenum {
Texture2D = GL_TEXTURE_2D, Texture2D = GL_TEXTURE_2D,
Texture1DArray = GL_TEXTURE_1D_ARRAY, Texture1DArray = GL_TEXTURE_1D_ARRAY,
@ -622,7 +622,7 @@ template<> struct AbstractTexture::DataHelper<2> {
glTexSubImage2D(target, mipLevel, offset[0], offset[1], image->dimensions()[0], 1, static_cast<GLenum>(image->components()), static_cast<GLenum>(image->type()), image->data()); glTexSubImage2D(target, mipLevel, offset[0], offset[1], image->dimensions()[0], 1, static_cast<GLenum>(image->components()), static_cast<GLenum>(image->type()), image->data());
} }
}; };
template<> struct AbstractTexture::DataHelper<3> { template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<3> {
enum class Target: GLenum { enum class Target: GLenum {
Texture3D = GL_TEXTURE_3D, Texture3D = GL_TEXTURE_3D,
Texture2DArray = GL_TEXTURE_2D_ARRAY Texture2DArray = GL_TEXTURE_2D_ARRAY

2
src/Light.h

@ -28,7 +28,7 @@ namespace Magnum {
* *
* Provides cached light position. * Provides cached light position.
*/ */
class Light: public Object { class MAGNUM_EXPORT Light: public Object {
public: public:
/** /**
* @brief Constructor * @brief Constructor

4
src/MeshTools/FlipNormals.h

@ -29,7 +29,7 @@ namespace Magnum { namespace MeshTools {
The same as flipNormals(std::vector<unsigned int>&, std::vector<Vector3>&), The same as flipNormals(std::vector<unsigned int>&, std::vector<Vector3>&),
but flips only face winding. but flips only face winding.
*/ */
void flipFaceWinding(std::vector<unsigned int>& indices); void MESHTOOLS_EXPORT flipFaceWinding(std::vector<unsigned int>& indices);
/** /**
@brief Flip mesh normals @brief Flip mesh normals
@ -37,7 +37,7 @@ void flipFaceWinding(std::vector<unsigned int>& indices);
The same as flipNormals(std::vector<unsigned int>&, std::vector<Vector3>&), The same as flipNormals(std::vector<unsigned int>&, std::vector<Vector3>&),
but flips only normals, not face winding. but flips only normals, not face winding.
*/ */
void flipNormals(std::vector<Vector3>& normals); void MESHTOOLS_EXPORT flipNormals(std::vector<Vector3>& normals);
/** /**
@brief Flip mesh normals and face winding @brief Flip mesh normals and face winding

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