This should fix Mac builds failing on GL stuff.

Originally committed to SVN as r3396.
This commit is contained in:
Niels Martin Hansen 2009-08-13 00:35:45 +00:00
parent 09e27f5df3
commit 2a7e42c6a5
2 changed files with 0 additions and 12 deletions

View file

@ -258,11 +258,7 @@ void VideoContext::SetVideo(const wxString &filename) {
grid->CommitChanges(true);
// Set GL context
#ifdef __WXMAC__
GetGLContext(displayList.front())->SetCurrent();
#else
GetGLContext(displayList.front())->SetCurrent(*displayList.front());
#endif
// Choose a provider
provider = VideoProviderFactoryManager::GetProvider(filename);
@ -554,11 +550,7 @@ GLuint VideoContext::GetFrameAsTexture(int n) {
lastFrame = n;
// Set context
#ifdef __APPLE__
GetGLContext(displayList.front())->SetCurrent();
#else
GetGLContext(displayList.front())->SetCurrent(*displayList.front());
#endif
glEnable(GL_TEXTURE_2D);
if (glGetError() != 0) throw _T("Error enabling texture.");

View file

@ -206,11 +206,7 @@ try {
// Set GL context
//wxMutexLocker glLock(OpenGLWrapper::glMutex);
#ifdef __WXMAC__
SetCurrent();
#else
SetCurrent(*context->GetGLContext(this));
#endif
// Get sizes
int w,h,sw,sh,pw,ph;