Alternative depth range in OpenGL GAL.
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@ -249,6 +249,6 @@ VECTOR2D GAL::GetGridPoint( const VECTOR2D& aPoint ) const
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round( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y );
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round( ( aPoint.y - gridOffset.y ) / gridSize.y ) * gridSize.y + gridOffset.y );
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}
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}
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const int GAL::MIN_DEPTH = -256;
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const int GAL::MIN_DEPTH = -1024;
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const int GAL::MAX_DEPTH = 255;
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const int GAL::MAX_DEPTH = 1023;
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const int GAL::GRID_DEPTH = MAX_DEPTH - 1;
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const int GAL::GRID_DEPTH = MAX_DEPTH - 1;
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@ -42,7 +42,7 @@ using namespace KIGFX;
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// Prototypes
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// Prototypes
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void InitTesselatorCallbacks( GLUtesselator* aTesselator );
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void InitTesselatorCallbacks( GLUtesselator* aTesselator );
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const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 8, 0 };
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const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24, 0 };
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wxGLContext* OPENGL_GAL::glContext = NULL;
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wxGLContext* OPENGL_GAL::glContext = NULL;
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@ -530,7 +530,7 @@ public:
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const BOX2I CalculateExtents() ;
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const BOX2I CalculateExtents() ;
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static const int VIEW_MAX_LAYERS = 256; ///< maximum number of layers that may be shown
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static const int VIEW_MAX_LAYERS = 128; ///< maximum number of layers that may be shown
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private:
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private:
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struct VIEW_LAYER
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struct VIEW_LAYER
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