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@@ -371,7 +371,7 @@ reset() {
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if (_supports_vertex_blend) {
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GLP(Enable)(GL_WEIGHT_SUM_UNITY_ARB);
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- GLint max_vertex_units;
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+ GLint max_vertex_units = 0;
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GLP(GetIntegerv)(GL_MAX_VERTEX_UNITS_ARB, &max_vertex_units);
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_max_vertex_transforms = max_vertex_units;
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if (GLCAT.is_debug()) {
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@@ -418,7 +418,7 @@ reset() {
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}
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if (_supports_matrix_palette) {
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- GLint max_palette_matrices;
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+ GLint max_palette_matrices = 0;
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GLP(GetIntegerv)(GL_MAX_PALETTE_MATRICES_ARB, &max_palette_matrices);
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_max_vertex_transform_indices = max_palette_matrices;
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if (GLCAT.is_debug()) {
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@@ -575,7 +575,7 @@ reset() {
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if (_supports_compressed_texture) {
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_compressed_texture_formats.set_bit(Texture::CM_on);
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- GLint num_compressed_formats;
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+ GLint num_compressed_formats = 0;
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GLP(GetIntegerv)(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &num_compressed_formats);
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GLint *formats = (GLint *)PANDA_MALLOC_ARRAY(num_compressed_formats * sizeof(GLint));
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GLP(GetIntegerv)(GL_COMPRESSED_TEXTURE_FORMATS, formats);
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@@ -837,7 +837,7 @@ reset() {
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}
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_max_draw_buffers = 1;
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if (_glDrawBuffers != 0) {
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- GLint max_draw_buffers;
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+ GLint max_draw_buffers = 0;
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GLP(GetIntegerv)(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
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_max_draw_buffers = max_draw_buffers;
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}
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@@ -994,7 +994,7 @@ reset() {
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}
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if (_supports_multisample) {
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- GLint sample_buffers;
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+ GLint sample_buffers = 0;
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GLP(GetIntegerv)(GL_SAMPLE_BUFFERS, &sample_buffers);
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if (sample_buffers != 1) {
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// Even if the API supports multisample, we might have ended up
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@@ -1007,9 +1007,9 @@ reset() {
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}
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}
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- GLint max_texture_size;
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- GLint max_3d_texture_size;
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- GLint max_cube_map_size;
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+ GLint max_texture_size = 0;
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+ GLint max_3d_texture_size = 0;
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+ GLint max_cube_map_size = 0;
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GLP(GetIntegerv)(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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_max_texture_dimension = max_texture_size;
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@@ -1028,7 +1028,7 @@ reset() {
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_max_cube_map_dimension = 0;
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}
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- GLint max_elements_vertices, max_elements_indices;
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+ GLint max_elements_vertices = 0, max_elements_indices = 0;
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GLP(GetIntegerv)(GL_MAX_ELEMENTS_VERTICES, &max_elements_vertices);
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GLP(GetIntegerv)(GL_MAX_ELEMENTS_INDICES, &max_elements_indices);
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if (max_elements_vertices > 0) {
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@@ -1071,7 +1071,7 @@ reset() {
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<< "Texture compression is not supported.\n";
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} else {
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- GLint num_compressed_formats;
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+ GLint num_compressed_formats = 0;
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GLP(GetIntegerv)(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &num_compressed_formats);
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if (num_compressed_formats == 0) {
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GLCAT.debug()
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@@ -1176,7 +1176,7 @@ reset() {
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_texture_binding_shader_context = (CLP(ShaderContext) *)NULL;
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// Count the max number of lights
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- GLint max_lights;
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+ GLint max_lights = 0;
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GLP(GetIntegerv)(GL_MAX_LIGHTS, &max_lights);
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_max_lights = max_lights;
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@@ -1186,7 +1186,7 @@ reset() {
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}
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// Count the max number of clipping planes
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- GLint max_clip_planes;
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+ GLint max_clip_planes = 0;
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GLP(GetIntegerv)(GL_MAX_CLIP_PLANES, &max_clip_planes);
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_max_clip_planes = max_clip_planes;
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@@ -1196,7 +1196,7 @@ reset() {
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}
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if (_supports_multitexture) {
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- GLint max_texture_stages;
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+ GLint max_texture_stages = 0;
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GLP(GetIntegerv)(GL_MAX_TEXTURE_UNITS, &max_texture_stages);
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_max_texture_stages = max_texture_stages;
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@@ -1226,7 +1226,7 @@ reset() {
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// use per-vertex fog if per-pixel fog requires SW renderer
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GLP(Hint)(GL_FOG_HINT, GL_DONT_CARE);
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- GLint num_red_bits;
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+ GLint num_red_bits = 0;
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GLP(GetIntegerv)(GL_RED_BITS, &num_red_bits);
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if (num_red_bits < 8) {
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GLP(Enable)(GL_DITHER);
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