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Merge branch 'next' of https://github.com/blackberry/GamePlay into next

sgrenier 12 years ago
parent
commit
063a71bb57

+ 4 - 3
gameplay/res/shaders/colored.frag

@@ -1,8 +1,8 @@
 #ifdef OPENGL_ES
-#ifdef OPENGL_ES_MEDIUMP
-precision mediump float;
-#else
+#ifdef GL_FRAGMENT_PRECISION_HIGH
 precision highp float;
+#else
+precision mediump float;
 #endif
 #endif
 
@@ -112,6 +112,7 @@ void main()
     
     #if defined(VERTEX_COLOR)
     gl_FragColor.rgb = v_color;
+    gl_FragColor.a = 1.0;
     #else
     gl_FragColor = u_diffuseColor;
     #endif

+ 3 - 3
gameplay/res/shaders/font.frag

@@ -1,9 +1,9 @@
 #ifdef OPENGL_ES
 #extension GL_OES_standard_derivatives : enable
-#ifdef OPENGL_ES_MEDIUMP
-precision mediump float;
-#else
+#ifdef GL_FRAGMENT_PRECISION_HIGH
 precision highp float;
+#else
+precision mediump float;
 #endif
 #endif
 

+ 3 - 3
gameplay/res/shaders/sprite.frag

@@ -1,8 +1,8 @@
 #ifdef OPENGL_ES
-#ifdef OPENGL_ES_MEDIUMP
-precision mediump float;
-#else
+#ifdef GL_FRAGMENT_PRECISION_HIGH
 precision highp float;
+#else
+precision mediump float;
 #endif
 #endif
 

+ 3 - 3
gameplay/res/shaders/terrain.frag

@@ -1,8 +1,8 @@
 #ifdef OPENGL_ES
-#ifdef OPENGL_ES_MEDIUMP
-precision mediump float;
-#else
+#ifdef GL_FRAGMENT_PRECISION_HIGH
 precision highp float;
+#else
+precision mediump float;
 #endif
 #endif
 

+ 3 - 3
gameplay/res/shaders/textured.frag

@@ -1,8 +1,8 @@
 #ifdef OPENGL_ES
-#ifdef OPENGL_ES_MEDIUMP
-precision mediump float;
-#else
+#ifdef GL_FRAGMENT_PRECISION_HIGH
 precision highp float;
+#else
+precision mediump float;
 #endif
 #endif
 

+ 2 - 1
gameplay/src/PhysicsController.cpp

@@ -551,7 +551,8 @@ void PhysicsController::update(float elapsedTime)
                 size_t size = iter->second._listeners.size();
                 for (size_t i = 0; i < size; i++)
                 {
-                    iter->second._listeners[i]->collisionEvent(PhysicsCollisionObject::CollisionListener::NOT_COLLIDING, iter->first);
+                    PhysicsCollisionObject::CollisionPair cp(iter->first.objectA, NULL);
+                    iter->second._listeners[i]->collisionEvent(PhysicsCollisionObject::CollisionListener::NOT_COLLIDING, cp);
                 }
             }