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authordegasus <wickmarkus@web.de>2014-11-13 23:26:49 +0100
committerdegasus <wickmarkus@web.de>2014-11-17 21:20:32 +0100
commitc211450b997effa6d91059fb0aaa564892297719 (patch)
treefabbfdf698d6e499c53dec988d4b7ba2ef6556bc /Source/Core/VideoBackends/OGL/main.cpp
parentdced84d4404b1f0346297c5941bfdf94cfdef4d5 (diff)
OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/main.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/main.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp
index 810509b0a9..eb01d3355a 100644
--- a/Source/Core/VideoBackends/OGL/main.cpp
+++ b/Source/Core/VideoBackends/OGL/main.cpp
@@ -48,6 +48,7 @@ Make AA apply instantly during gameplay if possible
#include "Core/Core.h"
#include "Core/Host.h"
+#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/GLUtil.h"
@@ -205,6 +206,7 @@ void VideoBackend::Video_Prepare()
Renderer::Init();
VertexLoaderManager::Init();
TextureConverter::Init();
+ BoundingBox::Init();
// Notify the core that the video backend is ready
Host_Message(WM_USER_CREATE);
@@ -229,6 +231,7 @@ void VideoBackend::Video_Cleanup()
// The following calls are NOT Thread Safe
// And need to be called from the video thread
Renderer::Shutdown();
+ BoundingBox::Shutdown();
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
delete g_sampler_cache;