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0026081: Visualization, TKOpenGl - rebuild vertex attributes in order to not render large index arrays in OpenGL ES
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@@ -83,9 +83,11 @@ OpenGl_Context::OpenGl_Context (const Handle(OpenGl_Caps)& theCaps)
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caps (!theCaps.IsNull() ? theCaps : new OpenGl_Caps()),
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#if defined(GL_ES_VERSION_2_0)
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hasHighp (Standard_False),
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hasUintIndex(Standard_False),
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hasTexRGBA8(Standard_False),
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#else
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hasHighp (Standard_True),
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hasUintIndex(Standard_True),
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hasTexRGBA8(Standard_True),
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#endif
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arbNPTW (Standard_False),
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@@ -1057,7 +1059,9 @@ void OpenGl_Context::init (const Standard_Boolean theIsCoreProfile)
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arbFBOBlit = (OpenGl_ArbFBOBlit* )(&(*myFuncs));
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}
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hasHighp = CheckExtension ("GL_OES_fragment_precision_high");
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hasUintIndex = IsGlGreaterEqual (3, 0)
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|| CheckExtension ("GL_OES_element_index_uint");
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hasHighp = CheckExtension ("GL_OES_fragment_precision_high");
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GLint aRange[2] = {0, 0};
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GLint aPrec = 0;
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::glGetShaderPrecisionFormat (GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, aRange, &aPrec);
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