]> git.lizzy.rs Git - irrlicht.git/blobdiff - source/Irrlicht/OpenGL/Driver.cpp
Fix line endings in the new driver
[irrlicht.git] / source / Irrlicht / OpenGL / Driver.cpp
index 9baefc29c97b55800023aa263cb591b550a0fd14..641536fca183ccb0a3903ee8ff8db65332a5b5d7 100644 (file)
-// Copyright (C) 2023 Vitaliy Lobachevskiy\r
-// Copyright (C) 2014 Patryk Nadrowski\r
-// Copyright (C) 2009-2010 Amundis\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#include "Driver.h"\r
-#include <cassert>\r
-#include "CNullDriver.h"\r
-#include "IContextManager.h"\r
-\r
-#include "COpenGLCoreTexture.h"\r
-#include "COpenGLCoreRenderTarget.h"\r
-#include "COpenGLCoreCacheHandler.h"\r
-\r
-#include "MaterialRenderer.h"\r
-#include "FixedPipelineRenderer.h"\r
-#include "Renderer2D.h"\r
-\r
-#include "EVertexAttributes.h"\r
-#include "CImage.h"\r
-#include "os.h"\r
-\r
-#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_\r
-#include "android_native_app_glue.h"\r
-#endif\r
-\r
-#include "mt_opengl.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-       struct VertexAttribute {\r
-               enum class Mode {\r
-                       Regular,\r
-                       Normalized,\r
-                       Integral,\r
-               };\r
-               int Index;\r
-               int ComponentCount;\r
-               GLenum ComponentType;\r
-               Mode mode;\r
-               int Offset;\r
-       };\r
-\r
-       struct VertexType {\r
-               int VertexSize;\r
-               int AttributeCount;\r
-               VertexAttribute Attributes[];\r
-\r
-               VertexType(const VertexType &) = delete;\r
-               VertexType &operator= (const VertexType &) = delete;\r
-       };\r
-\r
-       static const VertexAttribute *begin(const VertexType &type)\r
-       {\r
-               return type.Attributes;\r
-       }\r
-\r
-       static const VertexAttribute *end(const VertexType &type)\r
-       {\r
-               return type.Attributes + type.AttributeCount;\r
-       }\r
-\r
-       static constexpr VertexType vtStandard = {\r
-               sizeof(S3DVertex), 4, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
-                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
-               },\r
-       };\r
-\r
-#pragma GCC diagnostic push\r
-#pragma GCC diagnostic ignored "-Winvalid-offsetof"\r
-\r
-       static constexpr VertexType vt2TCoords = {\r
-               sizeof(S3DVertex2TCoords), 5, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},\r
-                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},\r
-                       {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},\r
-               },\r
-       };\r
-\r
-       static constexpr VertexType vtTangents = {\r
-               sizeof(S3DVertexTangents), 6, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},\r
-                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},\r
-                       {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},\r
-                       {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},\r
-               },\r
-       };\r
-\r
-#pragma GCC diagnostic pop\r
-\r
-       static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)\r
-       {\r
-               switch (type) {\r
-                       case EVT_STANDARD: return vtStandard;\r
-                       case EVT_2TCOORDS: return vt2TCoords;\r
-                       case EVT_TANGENTS: return vtTangents;\r
-                       default: assert(false);\r
-               }\r
-       }\r
-\r
-       static constexpr VertexType vt2DImage = {\r
-               sizeof(S3DVertex), 3, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
-               },\r
-       };\r
-\r
-       static constexpr VertexType vtPrimitive = {\r
-               sizeof(S3DVertex), 2, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
-               },\r
-       };\r
-\r
-\r
-void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)\r
-{\r
-       ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);\r
-}\r
-\r
-void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)\r
-{\r
-       printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);\r
-}\r
-\r
-COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :\r
-       CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),\r
-       Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),\r
-       MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),\r
-       CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),\r
-       OGLES2ShaderPath(params.OGLES2ShaderPath),\r
-       ColorFormat(ECF_R8G8B8), ContextManager(contextManager)\r
-{\r
-#ifdef _DEBUG\r
-       setDebugName("Driver");\r
-#endif\r
-\r
-       if (!ContextManager)\r
-               return;\r
-\r
-       ContextManager->grab();\r
-       ContextManager->generateSurface();\r
-       ContextManager->generateContext();\r
-       ExposedData = ContextManager->getContext();\r
-       ContextManager->activateContext(ExposedData, false);\r
-       GL.LoadAllProcedures(ContextManager);\r
-       GL.DebugMessageCallback(debugCb, this);\r
-       initQuadsIndices();\r
-}\r
-\r
-COpenGL3DriverBase::~COpenGL3DriverBase()\r
-{\r
-       deleteMaterialRenders();\r
-\r
-       CacheHandler->getTextureCache().clear();\r
-\r
-       removeAllRenderTargets();\r
-       deleteAllTextures();\r
-       removeAllOcclusionQueries();\r
-       removeAllHardwareBuffers();\r
-\r
-       delete MaterialRenderer2DTexture;\r
-       delete MaterialRenderer2DNoTexture;\r
-       delete CacheHandler;\r
-\r
-       if (ContextManager)\r
-       {\r
-               ContextManager->destroyContext();\r
-               ContextManager->destroySurface();\r
-               ContextManager->terminate();\r
-               ContextManager->drop();\r
-       }\r
-}\r
-\r
-       void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)\r
-       {\r
-               int max_quad_count = max_vertex_count / 4;\r
-               QuadsIndices.reserve(6 * max_quad_count);\r
-               for (int k = 0; k < max_quad_count; k++) {\r
-                       QuadsIndices.push_back(4 * k + 0);\r
-                       QuadsIndices.push_back(4 * k + 1);\r
-                       QuadsIndices.push_back(4 * k + 2);\r
-                       QuadsIndices.push_back(4 * k + 0);\r
-                       QuadsIndices.push_back(4 * k + 2);\r
-                       QuadsIndices.push_back(4 * k + 3);\r
-               }\r
-       }\r
-\r
-       bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)\r
-       {\r
-               Name = glGetString(GL_VERSION);\r
-               printVersion();\r
-\r
-               // print renderer information\r
-               VendorName = glGetString(GL_VENDOR);\r
-               os::Printer::log(VendorName.c_str(), ELL_INFORMATION);\r
-\r
-               // load extensions\r
-               initExtensions();\r
-\r
-               // reset cache handler\r
-               delete CacheHandler;\r
-               CacheHandler = new COpenGL3CacheHandler(this);\r
-\r
-               StencilBuffer = stencilBuffer;\r
-\r
-               DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);\r
-               DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);\r
-//             DriverAttributes->setAttribute("MaxLights", MaxLights);\r
-               DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);\r
-//             DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);\r
-//             DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);\r
-//             DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);\r
-               DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);\r
-               DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);\r
-               DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);\r
-               DriverAttributes->setAttribute("Version", Version);\r
-               DriverAttributes->setAttribute("AntiAlias", AntiAlias);\r
-\r
-               glPixelStorei(GL_PACK_ALIGNMENT, 1);\r
-\r
-               UserClipPlane.reallocate(0);\r
-\r
-               for (s32 i = 0; i < ETS_COUNT; ++i)\r
-                       setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);\r
-\r
-               setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));\r
-               glClearDepthf(1.0f);\r
-\r
-               glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);\r
-               glFrontFace(GL_CW);\r
-\r
-               // create material renderers\r
-               createMaterialRenderers();\r
-\r
-               // set the renderstates\r
-               setRenderStates3DMode();\r
-\r
-               // set fog mode\r
-               setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);\r
-\r
-               // create matrix for flipping textures\r
-               TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));\r
-\r
-               // We need to reset once more at the beginning of the first rendering.\r
-               // This fixes problems with intermediate changes to the material during texture load.\r
-               ResetRenderStates = true;\r
-\r
-               testGLError(__LINE__);\r
-\r
-               return true;\r
-       }\r
-\r
-       void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)\r
-       {\r
-               io::path vsPath(OGLES2ShaderPath);\r
-               vsPath += vertexShaderName;\r
-\r
-               io::path fsPath(OGLES2ShaderPath);\r
-               fsPath += fragmentShaderName;\r
-\r
-               *vertexShaderData = 0;\r
-               *fragmentShaderData = 0;\r
-\r
-               io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);\r
-               if ( !vsFile )\r
-               {\r
-                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
-                       warning += core::stringw(vsPath) + L"\n";\r
-                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
-                       os::Printer::log(warning.c_str(), ELL_WARNING);\r
-                       return;\r
-               }\r
-\r
-               io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);\r
-               if ( !fsFile )\r
-               {\r
-                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
-                       warning += core::stringw(fsPath) + L"\n";\r
-                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
-                       os::Printer::log(warning.c_str(), ELL_WARNING);\r
-                       return;\r
-               }\r
-\r
-               long size = vsFile->getSize();\r
-               if (size)\r
-               {\r
-                       *vertexShaderData = new c8[size+1];\r
-                       vsFile->read(*vertexShaderData, size);\r
-                       (*vertexShaderData)[size] = 0;\r
-               }\r
-\r
-               size = fsFile->getSize();\r
-               if (size)\r
-               {\r
-                       // if both handles are the same we must reset the file\r
-                       if (fsFile == vsFile)\r
-                               fsFile->seek(0);\r
-\r
-                       *fragmentShaderData = new c8[size+1];\r
-                       fsFile->read(*fragmentShaderData, size);\r
-                       (*fragmentShaderData)[size] = 0;\r
-               }\r
-\r
-               vsFile->drop();\r
-               fsFile->drop();\r
-       }\r
-\r
-       void COpenGL3DriverBase::createMaterialRenderers()\r
-       {\r
-               // Create callbacks.\r
-\r
-               COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();\r
-               COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);\r
-               COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);\r
-               COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
-               COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
-               COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);\r
-               COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
-               COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
-               COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();\r
-               COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();\r
-               COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
-               COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
-               COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();\r
-\r
-               // Create built-in materials.\r
-\r
-               core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
-               core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "SphereMap.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);\r
-\r
-               // Drop callbacks.\r
-\r
-               SolidCB->drop();\r
-               Solid2LayerCB->drop();\r
-               LightmapCB->drop();\r
-               LightmapAddCB->drop();\r
-               LightmapM2CB->drop();\r
-               LightmapM4CB->drop();\r
-               LightmapLightingCB->drop();\r
-               LightmapLightingM2CB->drop();\r
-               LightmapLightingM4CB->drop();\r
-               DetailMapCB->drop();\r
-               SphereMapCB->drop();\r
-               Reflection2LayerCB->drop();\r
-               TransparentAddColorCB->drop();\r
-               TransparentAlphaChannelCB->drop();\r
-               TransparentAlphaChannelRefCB->drop();\r
-               TransparentVertexAlphaCB->drop();\r
-               TransparentReflection2LayerCB->drop();\r
-               OneTextureBlendCB->drop();\r
-\r
-               // Create 2D material renderers\r
-\r
-               c8* vs2DData = 0;\r
-               c8* fs2DData = 0;\r
-               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);\r
-               MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);\r
-               delete[] vs2DData;\r
-               delete[] fs2DData;\r
-               vs2DData = 0;\r
-               fs2DData = 0;\r
-\r
-               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);\r
-               MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);\r
-               delete[] vs2DData;\r
-               delete[] fs2DData;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)\r
-       {\r
-               Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already\r
-               return CacheHandler->getTextureCache().set(0, texture);\r
-       }\r
-\r
-       bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)\r
-       {\r
-               CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);\r
-\r
-               if (ContextManager)\r
-                       ContextManager->activateContext(videoData, true);\r
-\r
-               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
-\r
-               return true;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::endScene()\r
-       {\r
-               CNullDriver::endScene();\r
-\r
-               glFlush();\r
-\r
-               if (ContextManager)\r
-                       return ContextManager->swapBuffers();\r
-\r
-               return false;\r
-       }\r
-\r
-\r
-       //! Returns the transformation set by setTransform\r
-       const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const\r
-       {\r
-               return Matrices[state];\r
-       }\r
-\r
-\r
-       //! sets transformation\r
-       void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)\r
-       {\r
-               Matrices[state] = mat;\r
-               Transformation3DChanged = true;\r
-       }\r
-\r
-\r
-       bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
-       {\r
-               if (!HWBuffer)\r
-                       return false;\r
-\r
-               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
-               const void* vertices = mb->getVertices();\r
-               const u32 vertexCount = mb->getVertexCount();\r
-               const E_VERTEX_TYPE vType = mb->getVertexType();\r
-               const u32 vertexSize = getVertexPitchFromType(vType);\r
-\r
-               const void *buffer = vertices;\r
-               size_t bufferSize = vertexSize * vertexCount;\r
-\r
-               //get or create buffer\r
-               bool newBuffer = false;\r
-               if (!HWBuffer->vbo_verticesID)\r
-               {\r
-                       glGenBuffers(1, &HWBuffer->vbo_verticesID);\r
-                       if (!HWBuffer->vbo_verticesID) return false;\r
-                       newBuffer = true;\r
-               }\r
-               else if (HWBuffer->vbo_verticesSize < bufferSize)\r
-               {\r
-                       newBuffer = true;\r
-               }\r
-\r
-               glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
-\r
-               // copy data to graphics card\r
-               if (!newBuffer)\r
-                       glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);\r
-               else\r
-               {\r
-                       HWBuffer->vbo_verticesSize = bufferSize;\r
-\r
-                       if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)\r
-                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);\r
-                       else\r
-                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);\r
-               }\r
-\r
-               glBindBuffer(GL_ARRAY_BUFFER, 0);\r
-\r
-               return (!testGLError(__LINE__));\r
-       }\r
-\r
-\r
-       bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
-       {\r
-               if (!HWBuffer)\r
-                       return false;\r
-\r
-               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
-\r
-               const void* indices = mb->getIndices();\r
-               u32 indexCount = mb->getIndexCount();\r
-\r
-               GLenum indexSize;\r
-               switch (mb->getIndexType())\r
-               {\r
-                       case(EIT_16BIT):\r
-                       {\r
-                               indexSize = sizeof(u16);\r
-                               break;\r
-                       }\r
-                       case(EIT_32BIT):\r
-                       {\r
-                               indexSize = sizeof(u32);\r
-                               break;\r
-                       }\r
-                       default:\r
-                       {\r
-                               return false;\r
-                       }\r
-               }\r
-\r
-               //get or create buffer\r
-               bool newBuffer = false;\r
-               if (!HWBuffer->vbo_indicesID)\r
-               {\r
-                       glGenBuffers(1, &HWBuffer->vbo_indicesID);\r
-                       if (!HWBuffer->vbo_indicesID) return false;\r
-                       newBuffer = true;\r
-               }\r
-               else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)\r
-               {\r
-                       newBuffer = true;\r
-               }\r
-\r
-               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
-\r
-               // copy data to graphics card\r
-               if (!newBuffer)\r
-                       glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);\r
-               else\r
-               {\r
-                       HWBuffer->vbo_indicesSize = indexCount * indexSize;\r
-\r
-                       if (HWBuffer->Mapped_Index == scene::EHM_STATIC)\r
-                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);\r
-                       else\r
-                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);\r
-               }\r
-\r
-               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
-\r
-               return (!testGLError(__LINE__));\r
-       }\r
-\r
-\r
-       //! updates hardware buffer if needed\r
-       bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)\r
-       {\r
-               if (!HWBuffer)\r
-                       return false;\r
-\r
-               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
-               {\r
-                       if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()\r
-                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)\r
-                       {\r
-\r
-                               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
-\r
-                               if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))\r
-                                       return false;\r
-                       }\r
-               }\r
-\r
-               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
-               {\r
-                       if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()\r
-                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)\r
-                       {\r
-\r
-                               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
-\r
-                               if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))\r
-                                       return false;\r
-                       }\r
-               }\r
-\r
-               return true;\r
-       }\r
-\r
-\r
-       //! Create hardware buffer from meshbuffer\r
-       COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)\r
-       {\r
-               if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))\r
-                       return 0;\r
-\r
-               SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);\r
-\r
-               //add to map\r
-               HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);\r
-\r
-               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
-               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
-               HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();\r
-               HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();\r
-               HWBuffer->vbo_verticesID = 0;\r
-               HWBuffer->vbo_indicesID = 0;\r
-               HWBuffer->vbo_verticesSize = 0;\r
-               HWBuffer->vbo_indicesSize = 0;\r
-\r
-               if (!updateHardwareBuffer(HWBuffer))\r
-               {\r
-                       deleteHardwareBuffer(HWBuffer);\r
-                       return 0;\r
-               }\r
-\r
-               return HWBuffer;\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)\r
-       {\r
-               if (!_HWBuffer)\r
-                       return;\r
-\r
-               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
-               if (HWBuffer->vbo_verticesID)\r
-               {\r
-                       glDeleteBuffers(1, &HWBuffer->vbo_verticesID);\r
-                       HWBuffer->vbo_verticesID = 0;\r
-               }\r
-               if (HWBuffer->vbo_indicesID)\r
-               {\r
-                       glDeleteBuffers(1, &HWBuffer->vbo_indicesID);\r
-                       HWBuffer->vbo_indicesID = 0;\r
-               }\r
-\r
-               CNullDriver::deleteHardwareBuffer(_HWBuffer);\r
-       }\r
-\r
-\r
-       //! Draw hardware buffer\r
-       void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)\r
-       {\r
-               if (!_HWBuffer)\r
-                       return;\r
-\r
-               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
-\r
-               updateHardwareBuffer(HWBuffer); //check if update is needed\r
-\r
-               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
-               const void *vertices = mb->getVertices();\r
-               const void *indexList = mb->getIndices();\r
-\r
-               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
-               {\r
-                       glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
-                       vertices = 0;\r
-               }\r
-\r
-               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
-               {\r
-                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
-                       indexList = 0;\r
-               }\r
-\r
-\r
-               drawVertexPrimitiveList(vertices, mb->getVertexCount(),\r
-                               indexList, mb->getPrimitiveCount(),\r
-                               mb->getVertexType(), mb->getPrimitiveType(),\r
-                               mb->getIndexType());\r
-\r
-               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
-                       glBindBuffer(GL_ARRAY_BUFFER, 0);\r
-\r
-               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
-                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
-       }\r
-\r
-\r
-       IRenderTarget* COpenGL3DriverBase::addRenderTarget()\r
-       {\r
-               COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);\r
-               RenderTargets.push_back(renderTarget);\r
-\r
-               return renderTarget;\r
-       }\r
-\r
-\r
-       // small helper function to create vertex buffer object adress offsets\r
-       static inline u8* buffer_offset(const long offset)\r
-       {\r
-               return ((u8*)0 + offset);\r
-       }\r
-\r
-\r
-       //! draws a vertex primitive list\r
-       void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
-                       const void* indexList, u32 primitiveCount,\r
-                       E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)\r
-       {\r
-               if (!primitiveCount || !vertexCount)\r
-                       return;\r
-\r
-               if (!checkPrimitiveCount(primitiveCount))\r
-                       return;\r
-\r
-               CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);\r
-\r
-               setRenderStates3DMode();\r
-\r
-               auto &vTypeDesc = getVertexTypeDescription(vType);\r
-               beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));\r
-               GLenum indexSize = 0;\r
-\r
-               switch (iType)\r
-               {\r
-                       case(EIT_16BIT):\r
-                       {\r
-                               indexSize = GL_UNSIGNED_SHORT;\r
-                               break;\r
-                       }\r
-                       case(EIT_32BIT):\r
-                       {\r
-#ifdef GL_OES_element_index_uint\r
-#ifndef GL_UNSIGNED_INT\r
-#define GL_UNSIGNED_INT 0x1405\r
-#endif\r
-                               if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])\r
-                                       indexSize = GL_UNSIGNED_INT;\r
-                               else\r
-#endif\r
-                                       indexSize = GL_UNSIGNED_SHORT;\r
-                               break;\r
-                       }\r
-               }\r
-\r
-               switch (pType)\r
-               {\r
-                       case scene::EPT_POINTS:\r
-                       case scene::EPT_POINT_SPRITES:\r
-                               glDrawArrays(GL_POINTS, 0, primitiveCount);\r
-                               break;\r
-                       case scene::EPT_LINE_STRIP:\r
-                               glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_LINE_LOOP:\r
-                               glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_LINES:\r
-                               glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_TRIANGLE_STRIP:\r
-                               glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_TRIANGLE_FAN:\r
-                               glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_TRIANGLES:\r
-                               glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);\r
-                               break;\r
-                       default:\r
-                               break;\r
-               }\r
-\r
-               endDraw(vTypeDesc);\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,\r
-               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,\r
-               bool useAlphaChannelOfTexture)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               if (!sourceRect.isValid())\r
-                       return;\r
-\r
-               SColor colors[4] = {color, color, color, color};\r
-               draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
-               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,\r
-               const video::SColor* const colors, bool useAlphaChannelOfTexture)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               // texcoords need to be flipped horizontally for RTTs\r
-               const bool isRTT = texture->isRenderTarget();\r
-               const core::dimension2du& ss = texture->getOriginalSize();\r
-               const f32 invW = 1.f / static_cast<f32>(ss.Width);\r
-               const f32 invH = 1.f / static_cast<f32>(ss.Height);\r
-               const core::rect<f32> tcoords(\r
-                       sourceRect.UpperLeftCorner.X * invW,\r
-                       (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,\r
-                       sourceRect.LowerRightCorner.X * invW,\r
-                       (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);\r
-\r
-               const video::SColor temp[4] =\r
-               {\r
-                       0xFFFFFFFF,\r
-                       0xFFFFFFFF,\r
-                       0xFFFFFFFF,\r
-                       0xFFFFFFFF\r
-               };\r
-\r
-               const video::SColor* const useColor = colors ? colors : temp;\r
-\r
-               chooseMaterial2D();\r
-               if (!setMaterialTexture(0, texture ))\r
-                       return;\r
-\r
-               setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||\r
-                       useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,\r
-                       true, useAlphaChannelOfTexture);\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               if (clipRect)\r
-               {\r
-                       if (!clipRect->isValid())\r
-                               return;\r
-\r
-                       glEnable(GL_SCISSOR_TEST);\r
-                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
-                               clipRect->getWidth(), clipRect->getHeight());\r
-               }\r
-\r
-               f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-               f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[4];\r
-               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);\r
-               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);\r
-               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);\r
-               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);\r
-\r
-               drawQuad(vt2DImage, vertices);\r
-\r
-               if (clipRect)\r
-                       glDisable(GL_SCISSOR_TEST);\r
-\r
-               testGLError(__LINE__);\r
-       }\r
-\r
-       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               if (!setMaterialTexture(0, texture ))\r
-                       return;\r
-\r
-               setRenderStates2DMode(false, true, true);\r
-\r
-               S3DVertex quad2DVertices[4];\r
-\r
-               quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);\r
-               quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);\r
-               quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);\r
-               quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);\r
-\r
-               f32 modificator = (flip) ? 1.f : 0.f;\r
-\r
-               quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);\r
-               quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);\r
-               quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);\r
-               quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);\r
-\r
-               quad2DVertices[0].Color = SColor(0xFFFFFFFF);\r
-               quad2DVertices[1].Color = SColor(0xFFFFFFFF);\r
-               quad2DVertices[2].Color = SColor(0xFFFFFFFF);\r
-               quad2DVertices[3].Color = SColor(0xFFFFFFFF);\r
-\r
-               drawQuad(vt2DImage, quad2DVertices);\r
-       }\r
-\r
-       void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,\r
-                       const core::array<core::position2d<s32> >& positions,\r
-                       const core::array<core::rect<s32> >& sourceRects,\r
-                       const core::rect<s32>* clipRect,\r
-                       SColor color, bool useAlphaChannelOfTexture)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               if (!setMaterialTexture(0, texture))\r
-                       return;\r
-\r
-               setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               if (clipRect)\r
-               {\r
-                       if (!clipRect->isValid())\r
-                               return;\r
-\r
-                       glEnable(GL_SCISSOR_TEST);\r
-                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
-                                       clipRect->getWidth(), clipRect->getHeight());\r
-               }\r
-\r
-               const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());\r
-               assert(6 * std::size_t(drawCount) <= QuadsIndices.size());\r
-\r
-               core::array<S3DVertex> vtx(drawCount * 4);\r
-\r
-               for (u32 i = 0; i < drawCount; i++)\r
-               {\r
-                       core::position2d<s32> targetPos = positions[i];\r
-                       core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;\r
-                       // This needs to be signed as it may go negative.\r
-                       core::dimension2d<s32> sourceSize(sourceRects[i].getSize());\r
-\r
-                       // now draw it.\r
-\r
-                       core::rect<f32> tcoords;\r
-                       tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;\r
-                       tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;\r
-                       tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);\r
-                       tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);\r
-\r
-                       const core::rect<s32> poss(targetPos, sourceSize);\r
-\r
-                       f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-                       f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-                       vtx.push_back(S3DVertex(left, top, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));\r
-                       vtx.push_back(S3DVertex(right, top, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));\r
-                       vtx.push_back(S3DVertex(right, down, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));\r
-                       vtx.push_back(S3DVertex(left, down, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));\r
-               }\r
-\r
-               drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);\r
-\r
-               if (clipRect)\r
-                       glDisable(GL_SCISSOR_TEST);\r
-       }\r
-\r
-\r
-       //! draw a 2d rectangle\r
-       void COpenGL3DriverBase::draw2DRectangle(SColor color,\r
-                       const core::rect<s32>& position,\r
-                       const core::rect<s32>* clip)\r
-       {\r
-               chooseMaterial2D();\r
-               setMaterialTexture(0, 0);\r
-\r
-               setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
-               core::rect<s32> pos = position;\r
-\r
-               if (clip)\r
-                       pos.clipAgainst(*clip);\r
-\r
-               if (!pos.isValid())\r
-                       return;\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[4];\r
-               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);\r
-               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);\r
-               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);\r
-               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);\r
-\r
-               drawQuad(vtPrimitive, vertices);\r
-       }\r
-\r
-\r
-       //! draw an 2d rectangle\r
-       void COpenGL3DriverBase::draw2DRectangle(const core::rect<s32>& position,\r
-                       SColor colorLeftUp, SColor colorRightUp,\r
-                       SColor colorLeftDown, SColor colorRightDown,\r
-                       const core::rect<s32>* clip)\r
-       {\r
-               core::rect<s32> pos = position;\r
-\r
-               if (clip)\r
-                       pos.clipAgainst(*clip);\r
-\r
-               if (!pos.isValid())\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               setMaterialTexture(0, 0);\r
-\r
-               setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||\r
-                               colorRightUp.getAlpha() < 255 ||\r
-                               colorLeftDown.getAlpha() < 255 ||\r
-                               colorRightDown.getAlpha() < 255, false, false);\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[4];\r
-               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);\r
-               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);\r
-               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);\r
-               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);\r
-\r
-               drawQuad(vtPrimitive, vertices);\r
-       }\r
-\r
-\r
-       //! Draws a 2d line.\r
-       void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,\r
-                       const core::position2d<s32>& end, SColor color)\r
-       {\r
-               if (start==end)\r
-                       drawPixel(start.X, start.Y, color);\r
-               else\r
-               {\r
-                       chooseMaterial2D();\r
-                       setMaterialTexture(0, 0);\r
-\r
-                       setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
-                       const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-                       f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-                       f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-                       S3DVertex vertices[2];\r
-                       vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);\r
-                       vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);\r
-\r
-                       drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
-               }\r
-       }\r
-\r
-\r
-       //! Draws a pixel\r
-       void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)\r
-       {\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-               if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               setMaterialTexture(0, 0);\r
-\r
-               setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
-               f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[1];\r
-               vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);\r
-\r
-               drawArrays(GL_POINTS, vtPrimitive, vertices, 1);\r
-       }\r
-\r
-       void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])\r
-       {\r
-               drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);\r
-       }\r
-\r
-       void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)\r
-       {\r
-               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
-               glDrawArrays(primitiveType, 0, vertexCount);\r
-               endDraw(vertexType);\r
-       }\r
-\r
-       void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)\r
-       {\r
-               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
-               glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);\r
-               endDraw(vertexType);\r
-       }\r
-\r
-       void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)\r
-       {\r
-               for (auto attr: vertexType) {\r
-                       glEnableVertexAttribArray(attr.Index);\r
-                       switch (attr.mode) {\r
-                       case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
-                       case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
-                       case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
-                       }\r
-               }\r
-       }\r
-\r
-       void COpenGL3DriverBase::endDraw(const VertexType &vertexType)\r
-       {\r
-               for (auto attr: vertexType)\r
-                       glDisableVertexAttribArray(attr.Index);\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)\r
-       {\r
-               core::array<IImage*> imageArray(1);\r
-               imageArray.push_back(image);\r
-\r
-               COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);\r
-\r
-               return texture;\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)\r
-       {\r
-               COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);\r
-\r
-               return texture;\r
-       }\r
-\r
-       //! Sets a material.\r
-       void COpenGL3DriverBase::setMaterial(const SMaterial& material)\r
-       {\r
-               Material = material;\r
-               OverrideMaterial.apply(Material);\r
-\r
-               for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)\r
-               {\r
-                       CacheHandler->getTextureCache().set(i, material.getTexture(i));\r
-                       setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));\r
-               }\r
-       }\r
-\r
-       //! prints error if an error happened.\r
-       bool COpenGL3DriverBase::testGLError(int code)\r
-       {\r
-#ifdef _DEBUG\r
-               GLenum g = glGetError();\r
-               switch (g)\r
-               {\r
-                       case GL_NO_ERROR:\r
-                               return false;\r
-                       case GL_INVALID_ENUM:\r
-                               os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-                       case GL_INVALID_VALUE:\r
-                               os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-                       case GL_INVALID_OPERATION:\r
-                               os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-                       case GL_OUT_OF_MEMORY:\r
-                               os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-               };\r
-               return true;\r
-#else\r
-               return false;\r
-#endif\r
-       }\r
-\r
-       //! prints error if an error happened.\r
-       bool COpenGL3DriverBase::testEGLError()\r
-       {\r
-#if defined(EGL_VERSION_1_0) && defined(_DEBUG)\r
-               EGLint g = eglGetError();\r
-               switch (g)\r
-               {\r
-                       case EGL_SUCCESS:\r
-                               return false;\r
-                       case EGL_NOT_INITIALIZED :\r
-                               os::Printer::log("Not Initialized", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_ACCESS:\r
-                               os::Printer::log("Bad Access", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_ALLOC:\r
-                               os::Printer::log("Bad Alloc", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_ATTRIBUTE:\r
-                               os::Printer::log("Bad Attribute", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_CONTEXT:\r
-                               os::Printer::log("Bad Context", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_CONFIG:\r
-                               os::Printer::log("Bad Config", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_CURRENT_SURFACE:\r
-                               os::Printer::log("Bad Current Surface", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_DISPLAY:\r
-                               os::Printer::log("Bad Display", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_SURFACE:\r
-                               os::Printer::log("Bad Surface", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_MATCH:\r
-                               os::Printer::log("Bad Match", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_PARAMETER:\r
-                               os::Printer::log("Bad Parameter", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_NATIVE_PIXMAP:\r
-                               os::Printer::log("Bad Native Pixmap", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_NATIVE_WINDOW:\r
-                               os::Printer::log("Bad Native Window", ELL_ERROR);\r
-                               break;\r
-                       case EGL_CONTEXT_LOST:\r
-                               os::Printer::log("Context Lost", ELL_ERROR);\r
-                               break;\r
-               };\r
-               return true;\r
-#else\r
-               return false;\r
-#endif\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::setRenderStates3DMode()\r
-       {\r
-               if ( LockRenderStateMode )\r
-                       return;\r
-\r
-               if (CurrentRenderMode != ERM_3D)\r
-               {\r
-                       // Reset Texture Stages\r
-                       CacheHandler->setBlend(false);\r
-                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-\r
-                       ResetRenderStates = true;\r
-               }\r
-\r
-               if (ResetRenderStates || LastMaterial != Material)\r
-               {\r
-                       // unset old material\r
-\r
-                       // unset last 3d material\r
-                       if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)\r
-                       {\r
-                               MaterialRenderer2DActive->OnUnsetMaterial();\r
-                               MaterialRenderer2DActive = 0;\r
-                       }\r
-                       else if (LastMaterial.MaterialType != Material.MaterialType &&\r
-                                       static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
-                               MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
-\r
-                       // set new material.\r
-                       if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
-                               MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(\r
-                                       Material, LastMaterial, ResetRenderStates, this);\r
-\r
-                       LastMaterial = Material;\r
-                       CacheHandler->correctCacheMaterial(LastMaterial);\r
-                       ResetRenderStates = false;\r
-               }\r
-\r
-               if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
-                       MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);\r
-\r
-               CurrentRenderMode = ERM_3D;\r
-       }\r
-\r
-       //! Can be called by an IMaterialRenderer to make its work easier.\r
-       void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)\r
-       {\r
-               // ZBuffer\r
-               switch (material.ZBuffer)\r
-               {\r
-                       case ECFN_DISABLED:\r
-                               CacheHandler->setDepthTest(false);\r
-                               break;\r
-                       case ECFN_LESSEQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_LEQUAL);\r
-                               break;\r
-                       case ECFN_EQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_EQUAL);\r
-                               break;\r
-                       case ECFN_LESS:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_LESS);\r
-                               break;\r
-                       case ECFN_NOTEQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_NOTEQUAL);\r
-                               break;\r
-                       case ECFN_GREATEREQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_GEQUAL);\r
-                               break;\r
-                       case ECFN_GREATER:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_GREATER);\r
-                               break;\r
-                       case ECFN_ALWAYS:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_ALWAYS);\r
-                               break;\r
-                       case ECFN_NEVER:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_NEVER);\r
-                               break;\r
-                       default:\r
-                               break;\r
-               }\r
-\r
-               // ZWrite\r
-               if (getWriteZBuffer(material))\r
-               {\r
-                       CacheHandler->setDepthMask(true);\r
-               }\r
-               else\r
-               {\r
-                       CacheHandler->setDepthMask(false);\r
-               }\r
-\r
-               // Back face culling\r
-               if ((material.FrontfaceCulling) && (material.BackfaceCulling))\r
-               {\r
-                       CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);\r
-                       CacheHandler->setCullFace(true);\r
-               }\r
-               else if (material.BackfaceCulling)\r
-               {\r
-                       CacheHandler->setCullFaceFunc(GL_BACK);\r
-                       CacheHandler->setCullFace(true);\r
-               }\r
-               else if (material.FrontfaceCulling)\r
-               {\r
-                       CacheHandler->setCullFaceFunc(GL_FRONT);\r
-                       CacheHandler->setCullFace(true);\r
-               }\r
-               else\r
-               {\r
-                       CacheHandler->setCullFace(false);\r
-               }\r
-\r
-               // Color Mask\r
-               CacheHandler->setColorMask(material.ColorMask);\r
-\r
-               // Blend Equation\r
-               if (material.BlendOperation == EBO_NONE)\r
-                       CacheHandler->setBlend(false);\r
-               else\r
-               {\r
-                       CacheHandler->setBlend(true);\r
-\r
-                       switch (material.BlendOperation)\r
-                       {\r
-                       case EBO_ADD:\r
-                               CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
-                               break;\r
-                       case EBO_SUBTRACT:\r
-                               CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);\r
-                               break;\r
-                       case EBO_REVSUBTRACT:\r
-                               CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);\r
-                               break;\r
-                       default:\r
-                               break;\r
-                       }\r
-               }\r
-\r
-               // Blend Factor\r
-               if (IR(material.BlendFactor) & 0xFFFFFFFF       // TODO: why the & 0xFFFFFFFF?\r
-                       && material.MaterialType != EMT_ONETEXTURE_BLEND\r
-               )\r
-               {\r
-                   E_BLEND_FACTOR srcRGBFact = EBF_ZERO;\r
-                   E_BLEND_FACTOR dstRGBFact = EBF_ZERO;\r
-                   E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;\r
-                   E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;\r
-                   E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;\r
-                   u32 alphaSource = 0;\r
-\r
-                   unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);\r
-\r
-                       CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),\r
-                               getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));\r
-               }\r
-\r
-               // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.\r
-\r
-               if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)\r
-                       glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));\r
-\r
-               // Anti aliasing\r
-               if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)\r
-               {\r
-                       if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
-                               glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
-                       else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
-                               glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
-               }\r
-\r
-               // Texture parameters\r
-               setTextureRenderStates(material, resetAllRenderStates);\r
-       }\r
-\r
-       //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
-       void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)\r
-       {\r
-               // Set textures to TU/TIU and apply filters to them\r
-\r
-               for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)\r
-               {\r
-                       const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];\r
-\r
-                       if (!tmpTexture)\r
-                               continue;\r
-\r
-                       GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();\r
-\r
-                       CacheHandler->setActiveTexture(GL_TEXTURE0 + i);\r
-\r
-                       if (resetAllRenderstates)\r
-                               tmpTexture->getStatesCache().IsCached = false;\r
-\r
-                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
-                               material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,\r
-                                       (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
-\r
-                               tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
-                               tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
-                       }\r
-\r
-                       if (material.UseMipMaps && tmpTexture->hasMipMaps())\r
-                       {\r
-                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
-                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)\r
-                               {\r
-                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
-                                               material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :\r
-                                               material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :\r
-                                               GL_NEAREST_MIPMAP_NEAREST);\r
-\r
-                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
-                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
-                                       tmpTexture->getStatesCache().MipMapStatus = true;\r
-                               }\r
-                       }\r
-                       else\r
-                       {\r
-                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
-                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)\r
-                               {\r
-                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
-                                               (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
-\r
-                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
-                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
-                                       tmpTexture->getStatesCache().MipMapStatus = false;\r
-                               }\r
-                       }\r
-\r
-       #ifdef GL_EXT_texture_filter_anisotropic\r
-                       if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&\r
-                               (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,\r
-                                       material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);\r
-\r
-                               tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;\r
-                       }\r
-       #endif\r
-\r
-                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));\r
-                               tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;\r
-                       }\r
-\r
-                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));\r
-                               tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;\r
-                       }\r
-\r
-                       tmpTexture->getStatesCache().IsCached = true;\r
-               }\r
-       }\r
-\r
-\r
-       // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.\r
-       GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const\r
-       {\r
-               switch (clamp)\r
-               {\r
-                       case ETC_CLAMP:\r
-                       case ETC_CLAMP_TO_EDGE:\r
-                       case ETC_CLAMP_TO_BORDER:\r
-                               return GL_CLAMP_TO_EDGE;\r
-                       case ETC_MIRROR:\r
-                               return GL_REPEAT;\r
-                       default:\r
-                               return GL_REPEAT;\r
-               }\r
-       }\r
-\r
-\r
-       //! sets the needed renderstates\r
-       void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)\r
-       {\r
-               if ( LockRenderStateMode )\r
-                       return;\r
-\r
-               COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;\r
-\r
-               if (CurrentRenderMode != ERM_2D)\r
-               {\r
-                       // unset last 3d material\r
-                       if (CurrentRenderMode == ERM_3D)\r
-                       {\r
-                               if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
-                                       MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
-                       }\r
-\r
-                       CurrentRenderMode = ERM_2D;\r
-               }\r
-               else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)\r
-               {\r
-                       MaterialRenderer2DActive->OnUnsetMaterial();\r
-               }\r
-\r
-               MaterialRenderer2DActive = nextActiveRenderer;\r
-\r
-               MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);\r
-               LastMaterial = Material;\r
-               CacheHandler->correctCacheMaterial(LastMaterial);\r
-\r
-               // no alphaChannel without texture\r
-               alphaChannel &= texture;\r
-\r
-               if (alphaChannel || alpha)\r
-               {\r
-                       CacheHandler->setBlend(true);\r
-                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-                       CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
-               }\r
-               else\r
-                       CacheHandler->setBlend(false);\r
-\r
-               Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));\r
-               setTransform(ETS_TEXTURE_0, core::IdentityMatrix);\r
-\r
-               if (texture)\r
-               {\r
-                       if (OverrideMaterial2DEnabled)\r
-                               setTextureRenderStates(OverrideMaterial2D, false);\r
-                       else\r
-                               setTextureRenderStates(InitMaterial2D, false);\r
-               }\r
-\r
-               MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::chooseMaterial2D()\r
-       {\r
-               if (!OverrideMaterial2DEnabled)\r
-                       Material = InitMaterial2D;\r
-\r
-               if (OverrideMaterial2DEnabled)\r
-               {\r
-                       OverrideMaterial2D.Lighting=false;\r
-                       OverrideMaterial2D.ZWriteEnable=EZW_OFF;\r
-                       OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge\r
-                       OverrideMaterial2D.Lighting=false;\r
-\r
-                       Material = OverrideMaterial2D;\r
-               }\r
-       }\r
-\r
-\r
-       //! \return Returns the name of the video driver.\r
-       const wchar_t* COpenGL3DriverBase::getName() const\r
-       {\r
-               return Name.c_str();\r
-       }\r
-\r
-       void COpenGL3DriverBase::setViewPort(const core::rect<s32>& area)\r
-       {\r
-               core::rect<s32> vp = area;\r
-               core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);\r
-               vp.clipAgainst(rendert);\r
-\r
-               if (vp.getHeight() > 0 && vp.getWidth() > 0)\r
-                       CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());\r
-\r
-               ViewPort = vp;\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)\r
-       {\r
-               CacheHandler->setViewport(0, 0, width, height);\r
-               ViewPort = core::recti(0, 0, width, height);\r
-       }\r
-\r
-\r
-       //! Draws a 3d line.\r
-       void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,\r
-                       const core::vector3df& end, SColor color)\r
-       {\r
-               setRenderStates3DMode();\r
-\r
-               S3DVertex vertices[2];\r
-               vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);\r
-               vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);\r
-\r
-               drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
-       }\r
-\r
-\r
-       //! Only used by the internal engine. Used to notify the driver that\r
-       //! the window was resized.\r
-       void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)\r
-       {\r
-               CNullDriver::OnResize(size);\r
-               CacheHandler->setViewport(0, 0, size.Width, size.Height);\r
-               Transformation3DChanged = true;\r
-       }\r
-\r
-\r
-       //! Returns type of video driver\r
-       E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const\r
-       {\r
-               return EDT_OPENGL3;\r
-       }\r
-\r
-\r
-       //! returns color format\r
-       ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const\r
-       {\r
-               return ColorFormat;\r
-       }\r
-\r
-\r
-       //! Get a vertex shader constant index.\r
-       s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)\r
-       {\r
-               return getPixelShaderConstantID(name);\r
-       }\r
-\r
-       //! Get a pixel shader constant index.\r
-       s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)\r
-       {\r
-               os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");\r
-               return -1;\r
-       }\r
-\r
-       //! Sets a vertex shader constant.\r
-       void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-       }\r
-\r
-       //! Sets a pixel shader constant.\r
-       void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-       }\r
-\r
-       //! Sets a constant for the vertex shader based on an index.\r
-       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Int interface for the above.\r
-       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Sets a constant for the pixel shader based on an index.\r
-       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Int interface for the above.\r
-       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Adds a new material renderer to the VideoDriver, using pixel and/or\r
-       //! vertex shaders to render geometry.\r
-       s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,\r
-                       const c8* pixelShaderProgram,\r
-                       IShaderConstantSetCallBack* callback,\r
-                       E_MATERIAL_TYPE baseMaterial, s32 userData)\r
-       {\r
-               os::Printer::log("No shader support.");\r
-               return -1;\r
-       }\r
-\r
-\r
-       //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.\r
-       s32 COpenGL3DriverBase::addHighLevelShaderMaterial(\r
-                       const c8* vertexShaderProgram,\r
-                       const c8* vertexShaderEntryPointName,\r
-                       E_VERTEX_SHADER_TYPE vsCompileTarget,\r
-                       const c8* pixelShaderProgram,\r
-                       const c8* pixelShaderEntryPointName,\r
-                       E_PIXEL_SHADER_TYPE psCompileTarget,\r
-                       const c8* geometryShaderProgram,\r
-                       const c8* geometryShaderEntryPointName,\r
-                       E_GEOMETRY_SHADER_TYPE gsCompileTarget,\r
-                       scene::E_PRIMITIVE_TYPE inType,\r
-                       scene::E_PRIMITIVE_TYPE outType,\r
-                       u32 verticesOut,\r
-                       IShaderConstantSetCallBack* callback,\r
-                       E_MATERIAL_TYPE baseMaterial,\r
-                       s32 userData)\r
-       {\r
-               s32 nr = -1;\r
-               COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(\r
-                       this, nr, vertexShaderProgram,\r
-                       pixelShaderProgram,\r
-                       callback, baseMaterial, userData);\r
-\r
-               r->drop();\r
-               return nr;\r
-       }\r
-\r
-       //! Returns a pointer to the IVideoDriver interface. (Implementation for\r
-       //! IMaterialRendererServices)\r
-       IVideoDriver* COpenGL3DriverBase::getVideoDriver()\r
-       {\r
-               return this;\r
-       }\r
-\r
-\r
-       //! Returns pointer to the IGPUProgrammingServices interface.\r
-       IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()\r
-       {\r
-               return this;\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,\r
-               const io::path& name, const ECOLOR_FORMAT format)\r
-       {\r
-               //disable mip-mapping\r
-               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
-\r
-               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);\r
-               addTexture(renderTargetTexture);\r
-               renderTargetTexture->drop();\r
-\r
-               //restore mip-mapping\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
-\r
-               return renderTargetTexture;\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)\r
-       {\r
-               //disable mip-mapping\r
-               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
-\r
-               bool supportForFBO = (Feature.ColorAttachment > 0);\r
-\r
-               const core::dimension2d<u32> size(sideLen, sideLen);\r
-               core::dimension2du destSize(size);\r
-\r
-               if (!supportForFBO)\r
-               {\r
-                       destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));\r
-                       destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);\r
-               }\r
-\r
-               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);\r
-               addTexture(renderTargetTexture);\r
-               renderTargetTexture->drop();\r
-\r
-               //restore mip-mapping\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
-\r
-               return renderTargetTexture;\r
-       }\r
-\r
-\r
-       //! Returns the maximum amount of primitives\r
-       u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const\r
-       {\r
-               return 65535;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)\r
-       {\r
-               if (target && target->getDriverType() != getDriverType())\r
-               {\r
-                       os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);\r
-                       return false;\r
-               }\r
-\r
-               core::dimension2d<u32> destRenderTargetSize(0, 0);\r
-\r
-               if (target)\r
-               {\r
-                       COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);\r
-\r
-                       CacheHandler->setFBO(renderTarget->getBufferID());\r
-                       renderTarget->update();\r
-\r
-                       destRenderTargetSize = renderTarget->getSize();\r
-\r
-                       setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);\r
-               }\r
-               else\r
-               {\r
-                       CacheHandler->setFBO(0);\r
-\r
-                       destRenderTargetSize = core::dimension2d<u32>(0, 0);\r
-\r
-                       setViewPortRaw(ScreenSize.Width, ScreenSize.Height);\r
-               }\r
-\r
-               if (CurrentRenderTargetSize != destRenderTargetSize)\r
-               {\r
-                       CurrentRenderTargetSize = destRenderTargetSize;\r
-\r
-                       Transformation3DChanged = true;\r
-               }\r
-\r
-               CurrentRenderTarget = target;\r
-\r
-               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
-\r
-               return true;\r
-       }\r
-\r
-       void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)\r
-       {\r
-               GLbitfield mask = 0;\r
-               u8 colorMask = 0;\r
-               bool depthMask = false;\r
-\r
-               CacheHandler->getColorMask(colorMask);\r
-               CacheHandler->getDepthMask(depthMask);\r
-\r
-               if (flag & ECBF_COLOR)\r
-               {\r
-                       CacheHandler->setColorMask(ECP_ALL);\r
-\r
-                       const f32 inv = 1.0f / 255.0f;\r
-                       glClearColor(color.getRed() * inv, color.getGreen() * inv,\r
-                               color.getBlue() * inv, color.getAlpha() * inv);\r
-\r
-                       mask |= GL_COLOR_BUFFER_BIT;\r
-               }\r
-\r
-               if (flag & ECBF_DEPTH)\r
-               {\r
-                       CacheHandler->setDepthMask(true);\r
-                       glClearDepthf(depth);\r
-                       mask |= GL_DEPTH_BUFFER_BIT;\r
-               }\r
-\r
-               if (flag & ECBF_STENCIL)\r
-               {\r
-                       glClearStencil(stencil);\r
-                       mask |= GL_STENCIL_BUFFER_BIT;\r
-               }\r
-\r
-               if (mask)\r
-                       glClear(mask);\r
-\r
-               CacheHandler->setColorMask(colorMask);\r
-               CacheHandler->setDepthMask(depthMask);\r
-       }\r
-\r
-\r
-       //! Returns an image created from the last rendered frame.\r
-       // We want to read the front buffer to get the latest render finished.\r
-       // This is not possible under ogl-es, though, so one has to call this method\r
-       // outside of the render loop only.\r
-       IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)\r
-       {\r
-               if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)\r
-                       return 0;\r
-\r
-               GLint internalformat = GL_RGBA;\r
-               GLint type = GL_UNSIGNED_BYTE;\r
-               {\r
-//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);\r
-//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);\r
-                       // there's a format we don't support ATM\r
-                       if (GL_UNSIGNED_SHORT_4_4_4_4 == type)\r
-                       {\r
-                               internalformat = GL_RGBA;\r
-                               type = GL_UNSIGNED_BYTE;\r
-                       }\r
-               }\r
-\r
-               IImage* newImage = 0;\r
-               if (GL_RGBA == internalformat)\r
-               {\r
-                       if (GL_UNSIGNED_BYTE == type)\r
-                               newImage = new CImage(ECF_A8R8G8B8, ScreenSize);\r
-                       else\r
-                               newImage = new CImage(ECF_A1R5G5B5, ScreenSize);\r
-               }\r
-               else\r
-               {\r
-                       if (GL_UNSIGNED_BYTE == type)\r
-                               newImage = new CImage(ECF_R8G8B8, ScreenSize);\r
-                       else\r
-                               newImage = new CImage(ECF_R5G6B5, ScreenSize);\r
-               }\r
-\r
-               if (!newImage)\r
-                       return 0;\r
-\r
-               u8* pixels = static_cast<u8*>(newImage->getData());\r
-               if (!pixels)\r
-               {\r
-                       newImage->drop();\r
-                       return 0;\r
-               }\r
-\r
-               glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);\r
-               testGLError(__LINE__);\r
-\r
-               // opengl images are horizontally flipped, so we have to fix that here.\r
-               const s32 pitch = newImage->getPitch();\r
-               u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;\r
-               u8* tmpBuffer = new u8[pitch];\r
-               for (u32 i = 0; i < ScreenSize.Height; i += 2)\r
-               {\r
-                       memcpy(tmpBuffer, pixels, pitch);\r
-                       memcpy(pixels, p2, pitch);\r
-                       memcpy(p2, tmpBuffer, pitch);\r
-                       pixels += pitch;\r
-                       p2 -= pitch;\r
-               }\r
-               delete [] tmpBuffer;\r
-\r
-               // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)\r
-               if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)\r
-               {\r
-                       pixels = static_cast<u8*>(newImage->getData());\r
-                       for (u32 i = 0; i < ScreenSize.Height; i++)\r
-                       {\r
-                               for (u32 j = 0; j < ScreenSize.Width; j++)\r
-                               {\r
-                                       u32 c = *(u32*) (pixels + 4 * j);\r
-                                       *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |\r
-                                               ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);\r
-                               }\r
-                               pixels += pitch;\r
-                       }\r
-               }\r
-\r
-               if (testGLError(__LINE__))\r
-               {\r
-                       newImage->drop();\r
-                       return 0;\r
-               }\r
-               testGLError(__LINE__);\r
-               return newImage;\r
-       }\r
-\r
-       void COpenGL3DriverBase::removeTexture(ITexture* texture)\r
-       {\r
-               CacheHandler->getTextureCache().remove(texture);\r
-               CNullDriver::removeTexture(texture);\r
-       }\r
-\r
-       //! Set/unset a clipping plane.\r
-       bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)\r
-       {\r
-               if (index >= UserClipPlane.size())\r
-                       UserClipPlane.push_back(SUserClipPlane());\r
-\r
-               UserClipPlane[index].Plane = plane;\r
-               UserClipPlane[index].Enabled = enable;\r
-               return true;\r
-       }\r
-\r
-       //! Enable/disable a clipping plane.\r
-       void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)\r
-       {\r
-               UserClipPlane[index].Enabled = enable;\r
-       }\r
-\r
-       //! Get the ClipPlane Count\r
-       u32 COpenGL3DriverBase::getClipPlaneCount() const\r
-       {\r
-               return UserClipPlane.size();\r
-       }\r
-\r
-       const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const\r
-       {\r
-               if (index < UserClipPlane.size())\r
-                       return UserClipPlane[index].Plane;\r
-               else\r
-               {\r
-                       _IRR_DEBUG_BREAK_IF(true)       // invalid index\r
-                       static const core::plane3df dummy;\r
-                       return dummy;\r
-               }\r
-       }\r
-\r
-       core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const\r
-       {\r
-               return core::dimension2du(MaxTextureSize, MaxTextureSize);\r
-       }\r
-\r
-       GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const\r
-       {\r
-               static GLenum const blendTable[] =\r
-               {\r
-                       GL_ZERO,\r
-                       GL_ONE,\r
-                       GL_DST_COLOR,\r
-                       GL_ONE_MINUS_DST_COLOR,\r
-                       GL_SRC_COLOR,\r
-                       GL_ONE_MINUS_SRC_COLOR,\r
-                       GL_SRC_ALPHA,\r
-                       GL_ONE_MINUS_SRC_ALPHA,\r
-                       GL_DST_ALPHA,\r
-                       GL_ONE_MINUS_DST_ALPHA,\r
-                       GL_SRC_ALPHA_SATURATE\r
-               };\r
-\r
-               return blendTable[factor];\r
-       }\r
-\r
-       bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,\r
-               GLenum& pixelType, void(**converter)(const void*, s32, void*)) const\r
-       {\r
-               bool supported = false;\r
-               pixelFormat = GL_RGBA;\r
-               pixelType = GL_UNSIGNED_BYTE;\r
-               *converter = 0;\r
-\r
-               switch (format)\r
-               {\r
-               case ECF_A1R5G5B5:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_UNSIGNED_SHORT_5_5_5_1;\r
-                       *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;\r
-                       break;\r
-               case ECF_R5G6B5:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_UNSIGNED_SHORT_5_6_5;\r
-                       break;\r
-               case ECF_R8G8B8:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_UNSIGNED_BYTE;\r
-                       break;\r
-               case ECF_A8R8G8B8:\r
-                       supported = true;\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||\r
-                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||\r
-                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))\r
-                       {\r
-                               pixelFormat = GL_BGRA;\r
-                       }\r
-                       else\r
-                       {\r
-                               pixelFormat = GL_RGBA;\r
-                               *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;\r
-                       }\r
-                       pixelType = GL_UNSIGNED_BYTE;\r
-                       break;\r
-#ifdef GL_EXT_texture_compression_s3tc\r
-               case ECF_DXT1:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;\r
-                       break;\r
-               case ECF_DXT2:\r
-               case ECF_DXT3:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;\r
-                       break;\r
-               case ECF_DXT4:\r
-               case ECF_DXT5:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;\r
-                       break;\r
-#endif\r
-#ifdef GL_OES_compressed_ETC1_RGB8_texture\r
-               case ECF_ETC1:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_ETC1_RGB8_OES;\r
-                       break;\r
-#endif\r
-#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
-               case ECF_ETC2_RGB:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_COMPRESSED_RGB8_ETC2;\r
-                       break;\r
-#endif\r
-#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
-               case ECF_ETC2_ARGB:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;\r
-                       break;\r
-#endif\r
-               case ECF_D16:\r
-                       supported = true;\r
-                       pixelFormat = GL_DEPTH_COMPONENT;\r
-                       pixelType = GL_UNSIGNED_SHORT;\r
-                       break;\r
-               case ECF_D32:\r
-#if defined(GL_OES_depth32)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_DEPTH_COMPONENT;\r
-                               pixelType = GL_UNSIGNED_INT;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_D24S8:\r
-#ifdef GL_OES_packed_depth_stencil\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_DEPTH_STENCIL_OES;\r
-                               pixelType = GL_UNSIGNED_INT_24_8_OES;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R8:\r
-#if defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RED_EXT;\r
-                               pixelType = GL_UNSIGNED_BYTE;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R8G8:\r
-#if defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RG_EXT;\r
-                               pixelType = GL_UNSIGNED_BYTE;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R16:\r
-                       break;\r
-               case ECF_R16G16:\r
-                       break;\r
-               case ECF_R16F:\r
-#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RED_EXT;\r
-                               pixelType = GL_HALF_FLOAT_OES ;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_G16R16F:\r
-#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RG_EXT;\r
-                               pixelType = GL_HALF_FLOAT_OES ;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_A16B16G16R16F:\r
-#if defined(GL_OES_texture_half_float)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RGBA;\r
-                               pixelType = GL_HALF_FLOAT_OES ;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R32F:\r
-#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RED_EXT;\r
-                               pixelType = GL_FLOAT;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_G32R32F:\r
-#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RG_EXT;\r
-                               pixelType = GL_FLOAT;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_A32B32G32R32F:\r
-#if defined(GL_OES_texture_float)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RGBA;\r
-                               pixelType = GL_FLOAT ;\r
-                       }\r
-#endif\r
-                       break;\r
-               default:\r
-                       break;\r
-               }\r
-\r
-               // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).\r
-               // Doesn't mention if "match" means "equal" or some other way of matching, but\r
-               // some bug on Emscripten and browsing discussions by others lead me to believe\r
-               // it means they have to be equal. Note that this was different in OpenGL.\r
-               internalFormat = pixelFormat;\r
-\r
-#ifdef _IRR_IOS_PLATFORM_\r
-               if (internalFormat == GL_BGRA)\r
-                       internalFormat = GL_RGBA;\r
-#endif\r
-\r
-               return supported;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const\r
-       {\r
-               GLint dummyInternalFormat;\r
-               GLenum dummyPixelFormat;\r
-               GLenum dummyPixelType;\r
-               void (*dummyConverter)(const void*, s32, void*);\r
-               return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);\r
-       }\r
-\r
-       bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const\r
-       {\r
-               return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();\r
-       }\r
-\r
-       const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const\r
-       {\r
-               return Material;\r
-       }\r
-\r
-       COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const\r
-       {\r
-               return CacheHandler;\r
-       }\r
-\r
-} // end namespace\r
-} // end namespace\r
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2014 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+#include <cassert>
+#include "CNullDriver.h"
+#include "IContextManager.h"
+
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreRenderTarget.h"
+#include "COpenGLCoreCacheHandler.h"
+
+#include "MaterialRenderer.h"
+#include "FixedPipelineRenderer.h"
+#include "Renderer2D.h"
+
+#include "EVertexAttributes.h"
+#include "CImage.h"
+#include "os.h"
+
+#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
+#include "android_native_app_glue.h"
+#endif
+
+#include "mt_opengl.h"
+
+namespace irr
+{
+namespace video
+{
+       struct VertexAttribute {
+               enum class Mode {
+                       Regular,
+                       Normalized,
+                       Integral,
+               };
+               int Index;
+               int ComponentCount;
+               GLenum ComponentType;
+               Mode mode;
+               int Offset;
+       };
+
+       struct VertexType {
+               int VertexSize;
+               int AttributeCount;
+               VertexAttribute Attributes[];
+
+               VertexType(const VertexType &) = delete;
+               VertexType &operator= (const VertexType &) = delete;
+       };
+
+       static const VertexAttribute *begin(const VertexType &type)
+       {
+               return type.Attributes;
+       }
+
+       static const VertexAttribute *end(const VertexType &type)
+       {
+               return type.Attributes + type.AttributeCount;
+       }
+
+       static constexpr VertexType vtStandard = {
+               sizeof(S3DVertex), 4, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+               },
+       };
+
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Winvalid-offsetof"
+
+       static constexpr VertexType vt2TCoords = {
+               sizeof(S3DVertex2TCoords), 5, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},
+                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},
+                       {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},
+               },
+       };
+
+       static constexpr VertexType vtTangents = {
+               sizeof(S3DVertexTangents), 6, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},
+                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},
+                       {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},
+                       {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},
+               },
+       };
+
+#pragma GCC diagnostic pop
+
+       static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)
+       {
+               switch (type) {
+                       case EVT_STANDARD: return vtStandard;
+                       case EVT_2TCOORDS: return vt2TCoords;
+                       case EVT_TANGENTS: return vtTangents;
+                       default: assert(false);
+               }
+       }
+
+       static constexpr VertexType vt2DImage = {
+               sizeof(S3DVertex), 3, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+               },
+       };
+
+       static constexpr VertexType vtPrimitive = {
+               sizeof(S3DVertex), 2, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+               },
+       };
+
+
+void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+       ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);
+}
+
+void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
+{
+       printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);
+}
+
+COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
+       CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),
+       Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),
+       MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),
+       CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),
+       OGLES2ShaderPath(params.OGLES2ShaderPath),
+       ColorFormat(ECF_R8G8B8), ContextManager(contextManager)
+{
+#ifdef _DEBUG
+       setDebugName("Driver");
+#endif
+
+       if (!ContextManager)
+               return;
+
+       ContextManager->grab();
+       ContextManager->generateSurface();
+       ContextManager->generateContext();
+       ExposedData = ContextManager->getContext();
+       ContextManager->activateContext(ExposedData, false);
+       GL.LoadAllProcedures(ContextManager);
+       GL.DebugMessageCallback(debugCb, this);
+       initQuadsIndices();
+}
+
+COpenGL3DriverBase::~COpenGL3DriverBase()
+{
+       deleteMaterialRenders();
+
+       CacheHandler->getTextureCache().clear();
+
+       removeAllRenderTargets();
+       deleteAllTextures();
+       removeAllOcclusionQueries();
+       removeAllHardwareBuffers();
+
+       delete MaterialRenderer2DTexture;
+       delete MaterialRenderer2DNoTexture;
+       delete CacheHandler;
+
+       if (ContextManager)
+       {
+               ContextManager->destroyContext();
+               ContextManager->destroySurface();
+               ContextManager->terminate();
+               ContextManager->drop();
+       }
+}
+
+       void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)
+       {
+               int max_quad_count = max_vertex_count / 4;
+               QuadsIndices.reserve(6 * max_quad_count);
+               for (int k = 0; k < max_quad_count; k++) {
+                       QuadsIndices.push_back(4 * k + 0);
+                       QuadsIndices.push_back(4 * k + 1);
+                       QuadsIndices.push_back(4 * k + 2);
+                       QuadsIndices.push_back(4 * k + 0);
+                       QuadsIndices.push_back(4 * k + 2);
+                       QuadsIndices.push_back(4 * k + 3);
+               }
+       }
+
+       bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
+       {
+               Name = glGetString(GL_VERSION);
+               printVersion();
+
+               // print renderer information
+               VendorName = glGetString(GL_VENDOR);
+               os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
+
+               // load extensions
+               initExtensions();
+
+               // reset cache handler
+               delete CacheHandler;
+               CacheHandler = new COpenGL3CacheHandler(this);
+
+               StencilBuffer = stencilBuffer;
+
+               DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
+               DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
+//             DriverAttributes->setAttribute("MaxLights", MaxLights);
+               DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
+//             DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
+//             DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
+//             DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);
+               DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
+               DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
+               DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
+               DriverAttributes->setAttribute("Version", Version);
+               DriverAttributes->setAttribute("AntiAlias", AntiAlias);
+
+               glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+               UserClipPlane.reallocate(0);
+
+               for (s32 i = 0; i < ETS_COUNT; ++i)
+                       setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
+
+               setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
+               glClearDepthf(1.0f);
+
+               glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
+               glFrontFace(GL_CW);
+
+               // create material renderers
+               createMaterialRenderers();
+
+               // set the renderstates
+               setRenderStates3DMode();
+
+               // set fog mode
+               setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
+
+               // create matrix for flipping textures
+               TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
+
+               // We need to reset once more at the beginning of the first rendering.
+               // This fixes problems with intermediate changes to the material during texture load.
+               ResetRenderStates = true;
+
+               testGLError(__LINE__);
+
+               return true;
+       }
+
+       void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)
+       {
+               io::path vsPath(OGLES2ShaderPath);
+               vsPath += vertexShaderName;
+
+               io::path fsPath(OGLES2ShaderPath);
+               fsPath += fragmentShaderName;
+
+               *vertexShaderData = 0;
+               *fragmentShaderData = 0;
+
+               io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);
+               if ( !vsFile )
+               {
+                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+                       warning += core::stringw(vsPath) + L"\n";
+                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+                       os::Printer::log(warning.c_str(), ELL_WARNING);
+                       return;
+               }
+
+               io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);
+               if ( !fsFile )
+               {
+                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+                       warning += core::stringw(fsPath) + L"\n";
+                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+                       os::Printer::log(warning.c_str(), ELL_WARNING);
+                       return;
+               }
+
+               long size = vsFile->getSize();
+               if (size)
+               {
+                       *vertexShaderData = new c8[size+1];
+                       vsFile->read(*vertexShaderData, size);
+                       (*vertexShaderData)[size] = 0;
+               }
+
+               size = fsFile->getSize();
+               if (size)
+               {
+                       // if both handles are the same we must reset the file
+                       if (fsFile == vsFile)
+                               fsFile->seek(0);
+
+                       *fragmentShaderData = new c8[size+1];
+                       fsFile->read(*fragmentShaderData, size);
+                       (*fragmentShaderData)[size] = 0;
+               }
+
+               vsFile->drop();
+               fsFile->drop();
+       }
+
+       void COpenGL3DriverBase::createMaterialRenderers()
+       {
+               // Create callbacks.
+
+               COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();
+               COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);
+               COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);
+               COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);
+               COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);
+               COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);
+               COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);
+               COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);
+               COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();
+               COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();
+               COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();
+               COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();
+               COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
+
+               // Create built-in materials.
+
+               core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
+               core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+               FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);
+
+               FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);
+
+               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+               FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "SphereMap.vsh";
+               FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid.vsh";
+               FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
+
+               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
+
+               FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid.vsh";
+               FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
+
+               // Drop callbacks.
+
+               SolidCB->drop();
+               Solid2LayerCB->drop();
+               LightmapCB->drop();
+               LightmapAddCB->drop();
+               LightmapM2CB->drop();
+               LightmapM4CB->drop();
+               LightmapLightingCB->drop();
+               LightmapLightingM2CB->drop();
+               LightmapLightingM4CB->drop();
+               DetailMapCB->drop();
+               SphereMapCB->drop();
+               Reflection2LayerCB->drop();
+               TransparentAddColorCB->drop();
+               TransparentAlphaChannelCB->drop();
+               TransparentAlphaChannelRefCB->drop();
+               TransparentVertexAlphaCB->drop();
+               TransparentReflection2LayerCB->drop();
+               OneTextureBlendCB->drop();
+
+               // Create 2D material renderers
+
+               c8* vs2DData = 0;
+               c8* fs2DData = 0;
+               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);
+               MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);
+               delete[] vs2DData;
+               delete[] fs2DData;
+               vs2DData = 0;
+               fs2DData = 0;
+
+               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);
+               MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);
+               delete[] vs2DData;
+               delete[] fs2DData;
+       }
+
+       bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
+       {
+               Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already
+               return CacheHandler->getTextureCache().set(0, texture);
+       }
+
+       bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
+       {
+               CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
+
+               if (ContextManager)
+                       ContextManager->activateContext(videoData, true);
+
+               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+               return true;
+       }
+
+       bool COpenGL3DriverBase::endScene()
+       {
+               CNullDriver::endScene();
+
+               glFlush();
+
+               if (ContextManager)
+                       return ContextManager->swapBuffers();
+
+               return false;
+       }
+
+
+       //! Returns the transformation set by setTransform
+       const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const
+       {
+               return Matrices[state];
+       }
+
+
+       //! sets transformation
+       void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
+       {
+               Matrices[state] = mat;
+               Transformation3DChanged = true;
+       }
+
+
+       bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+       {
+               if (!HWBuffer)
+                       return false;
+
+               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+               const void* vertices = mb->getVertices();
+               const u32 vertexCount = mb->getVertexCount();
+               const E_VERTEX_TYPE vType = mb->getVertexType();
+               const u32 vertexSize = getVertexPitchFromType(vType);
+
+               const void *buffer = vertices;
+               size_t bufferSize = vertexSize * vertexCount;
+
+               //get or create buffer
+               bool newBuffer = false;
+               if (!HWBuffer->vbo_verticesID)
+               {
+                       glGenBuffers(1, &HWBuffer->vbo_verticesID);
+                       if (!HWBuffer->vbo_verticesID) return false;
+                       newBuffer = true;
+               }
+               else if (HWBuffer->vbo_verticesSize < bufferSize)
+               {
+                       newBuffer = true;
+               }
+
+               glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+
+               // copy data to graphics card
+               if (!newBuffer)
+                       glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);
+               else
+               {
+                       HWBuffer->vbo_verticesSize = bufferSize;
+
+                       if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
+                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
+                       else
+                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
+               }
+
+               glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+               return (!testGLError(__LINE__));
+       }
+
+
+       bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+       {
+               if (!HWBuffer)
+                       return false;
+
+               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+
+               const void* indices = mb->getIndices();
+               u32 indexCount = mb->getIndexCount();
+
+               GLenum indexSize;
+               switch (mb->getIndexType())
+               {
+                       case(EIT_16BIT):
+                       {
+                               indexSize = sizeof(u16);
+                               break;
+                       }
+                       case(EIT_32BIT):
+                       {
+                               indexSize = sizeof(u32);
+                               break;
+                       }
+                       default:
+                       {
+                               return false;
+                       }
+               }
+
+               //get or create buffer
+               bool newBuffer = false;
+               if (!HWBuffer->vbo_indicesID)
+               {
+                       glGenBuffers(1, &HWBuffer->vbo_indicesID);
+                       if (!HWBuffer->vbo_indicesID) return false;
+                       newBuffer = true;
+               }
+               else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
+               {
+                       newBuffer = true;
+               }
+
+               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+
+               // copy data to graphics card
+               if (!newBuffer)
+                       glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
+               else
+               {
+                       HWBuffer->vbo_indicesSize = indexCount * indexSize;
+
+                       if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
+                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
+                       else
+                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
+               }
+
+               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+               return (!testGLError(__LINE__));
+       }
+
+
+       //! updates hardware buffer if needed
+       bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)
+       {
+               if (!HWBuffer)
+                       return false;
+
+               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+               {
+                       if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
+                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
+                       {
+
+                               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+
+                               if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
+                                       return false;
+                       }
+               }
+
+               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+               {
+                       if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
+                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)
+                       {
+
+                               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
+
+                               if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
+                                       return false;
+                       }
+               }
+
+               return true;
+       }
+
+
+       //! Create hardware buffer from meshbuffer
+       COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)
+       {
+               if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))
+                       return 0;
+
+               SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);
+
+               //add to map
+               HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
+
+               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
+               HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();
+               HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();
+               HWBuffer->vbo_verticesID = 0;
+               HWBuffer->vbo_indicesID = 0;
+               HWBuffer->vbo_verticesSize = 0;
+               HWBuffer->vbo_indicesSize = 0;
+
+               if (!updateHardwareBuffer(HWBuffer))
+               {
+                       deleteHardwareBuffer(HWBuffer);
+                       return 0;
+               }
+
+               return HWBuffer;
+       }
+
+
+       void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
+       {
+               if (!_HWBuffer)
+                       return;
+
+               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+               if (HWBuffer->vbo_verticesID)
+               {
+                       glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
+                       HWBuffer->vbo_verticesID = 0;
+               }
+               if (HWBuffer->vbo_indicesID)
+               {
+                       glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
+                       HWBuffer->vbo_indicesID = 0;
+               }
+
+               CNullDriver::deleteHardwareBuffer(_HWBuffer);
+       }
+
+
+       //! Draw hardware buffer
+       void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
+       {
+               if (!_HWBuffer)
+                       return;
+
+               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+
+               updateHardwareBuffer(HWBuffer); //check if update is needed
+
+               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+               const void *vertices = mb->getVertices();
+               const void *indexList = mb->getIndices();
+
+               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+               {
+                       glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+                       vertices = 0;
+               }
+
+               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+               {
+                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+                       indexList = 0;
+               }
+
+
+               drawVertexPrimitiveList(vertices, mb->getVertexCount(),
+                               indexList, mb->getPrimitiveCount(),
+                               mb->getVertexType(), mb->getPrimitiveType(),
+                               mb->getIndexType());
+
+               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+                       glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+       }
+
+
+       IRenderTarget* COpenGL3DriverBase::addRenderTarget()
+       {
+               COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);
+               RenderTargets.push_back(renderTarget);
+
+               return renderTarget;
+       }
+
+
+       // small helper function to create vertex buffer object adress offsets
+       static inline u8* buffer_offset(const long offset)
+       {
+               return ((u8*)0 + offset);
+       }
+
+
+       //! draws a vertex primitive list
+       void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
+                       const void* indexList, u32 primitiveCount,
+                       E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
+       {
+               if (!primitiveCount || !vertexCount)
+                       return;
+
+               if (!checkPrimitiveCount(primitiveCount))
+                       return;
+
+               CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
+
+               setRenderStates3DMode();
+
+               auto &vTypeDesc = getVertexTypeDescription(vType);
+               beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));
+               GLenum indexSize = 0;
+
+               switch (iType)
+               {
+                       case(EIT_16BIT):
+                       {
+                               indexSize = GL_UNSIGNED_SHORT;
+                               break;
+                       }
+                       case(EIT_32BIT):
+                       {
+#ifdef GL_OES_element_index_uint
+#ifndef GL_UNSIGNED_INT
+#define GL_UNSIGNED_INT 0x1405
+#endif
+                               if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
+                                       indexSize = GL_UNSIGNED_INT;
+                               else
+#endif
+                                       indexSize = GL_UNSIGNED_SHORT;
+                               break;
+                       }
+               }
+
+               switch (pType)
+               {
+                       case scene::EPT_POINTS:
+                       case scene::EPT_POINT_SPRITES:
+                               glDrawArrays(GL_POINTS, 0, primitiveCount);
+                               break;
+                       case scene::EPT_LINE_STRIP:
+                               glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);
+                               break;
+                       case scene::EPT_LINE_LOOP:
+                               glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
+                               break;
+                       case scene::EPT_LINES:
+                               glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
+                               break;
+                       case scene::EPT_TRIANGLE_STRIP:
+                               glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);
+                               break;
+                       case scene::EPT_TRIANGLE_FAN:
+                               glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);
+                               break;
+                       case scene::EPT_TRIANGLES:
+                               glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
+                               break;
+                       default:
+                               break;
+               }
+
+               endDraw(vTypeDesc);
+       }
+
+
+       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
+               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
+               bool useAlphaChannelOfTexture)
+       {
+               if (!texture)
+                       return;
+
+               if (!sourceRect.isValid())
+                       return;
+
+               SColor colors[4] = {color, color, color, color};
+               draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
+       }
+
+
+       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
+               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
+               const video::SColor* const colors, bool useAlphaChannelOfTexture)
+       {
+               if (!texture)
+                       return;
+
+               // texcoords need to be flipped horizontally for RTTs
+               const bool isRTT = texture->isRenderTarget();
+               const core::dimension2du& ss = texture->getOriginalSize();
+               const f32 invW = 1.f / static_cast<f32>(ss.Width);
+               const f32 invH = 1.f / static_cast<f32>(ss.Height);
+               const core::rect<f32> tcoords(
+                       sourceRect.UpperLeftCorner.X * invW,
+                       (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
+                       sourceRect.LowerRightCorner.X * invW,
+                       (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
+
+               const video::SColor temp[4] =
+               {
+                       0xFFFFFFFF,
+                       0xFFFFFFFF,
+                       0xFFFFFFFF,
+                       0xFFFFFFFF
+               };
+
+               const video::SColor* const useColor = colors ? colors : temp;
+
+               chooseMaterial2D();
+               if (!setMaterialTexture(0, texture ))
+                       return;
+
+               setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
+                       useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
+                       true, useAlphaChannelOfTexture);
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               if (clipRect)
+               {
+                       if (!clipRect->isValid())
+                               return;
+
+                       glEnable(GL_SCISSOR_TEST);
+                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+                               clipRect->getWidth(), clipRect->getHeight());
+               }
+
+               f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+               f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[4];
+               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
+               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
+               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
+               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
+
+               drawQuad(vt2DImage, vertices);
+
+               if (clipRect)
+                       glDisable(GL_SCISSOR_TEST);
+
+               testGLError(__LINE__);
+       }
+
+       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
+       {
+               if (!texture)
+                       return;
+
+               chooseMaterial2D();
+               if (!setMaterialTexture(0, texture ))
+                       return;
+
+               setRenderStates2DMode(false, true, true);
+
+               S3DVertex quad2DVertices[4];
+
+               quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
+               quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
+               quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
+               quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
+
+               f32 modificator = (flip) ? 1.f : 0.f;
+
+               quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
+               quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
+               quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
+               quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
+
+               quad2DVertices[0].Color = SColor(0xFFFFFFFF);
+               quad2DVertices[1].Color = SColor(0xFFFFFFFF);
+               quad2DVertices[2].Color = SColor(0xFFFFFFFF);
+               quad2DVertices[3].Color = SColor(0xFFFFFFFF);
+
+               drawQuad(vt2DImage, quad2DVertices);
+       }
+
+       void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,
+                       const core::array<core::position2d<s32> >& positions,
+                       const core::array<core::rect<s32> >& sourceRects,
+                       const core::rect<s32>* clipRect,
+                       SColor color, bool useAlphaChannelOfTexture)
+       {
+               if (!texture)
+                       return;
+
+               chooseMaterial2D();
+               if (!setMaterialTexture(0, texture))
+                       return;
+
+               setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               if (clipRect)
+               {
+                       if (!clipRect->isValid())
+                               return;
+
+                       glEnable(GL_SCISSOR_TEST);
+                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+                                       clipRect->getWidth(), clipRect->getHeight());
+               }
+
+               const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
+               assert(6 * std::size_t(drawCount) <= QuadsIndices.size());
+
+               core::array<S3DVertex> vtx(drawCount * 4);
+
+               for (u32 i = 0; i < drawCount; i++)
+               {
+                       core::position2d<s32> targetPos = positions[i];
+                       core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
+                       // This needs to be signed as it may go negative.
+                       core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
+
+                       // now draw it.
+
+                       core::rect<f32> tcoords;
+                       tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
+                       tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
+                       tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
+                       tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
+
+                       const core::rect<s32> poss(targetPos, sourceSize);
+
+                       f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+                       f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+                       vtx.push_back(S3DVertex(left, top, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
+                       vtx.push_back(S3DVertex(right, top, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
+                       vtx.push_back(S3DVertex(right, down, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
+                       vtx.push_back(S3DVertex(left, down, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
+               }
+
+               drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);
+
+               if (clipRect)
+                       glDisable(GL_SCISSOR_TEST);
+       }
+
+
+       //! draw a 2d rectangle
+       void COpenGL3DriverBase::draw2DRectangle(SColor color,
+                       const core::rect<s32>& position,
+                       const core::rect<s32>* clip)
+       {
+               chooseMaterial2D();
+               setMaterialTexture(0, 0);
+
+               setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+               core::rect<s32> pos = position;
+
+               if (clip)
+                       pos.clipAgainst(*clip);
+
+               if (!pos.isValid())
+                       return;
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[4];
+               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
+               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
+               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
+               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
+
+               drawQuad(vtPrimitive, vertices);
+       }
+
+
+       //! draw an 2d rectangle
+       void COpenGL3DriverBase::draw2DRectangle(const core::rect<s32>& position,
+                       SColor colorLeftUp, SColor colorRightUp,
+                       SColor colorLeftDown, SColor colorRightDown,
+                       const core::rect<s32>* clip)
+       {
+               core::rect<s32> pos = position;
+
+               if (clip)
+                       pos.clipAgainst(*clip);
+
+               if (!pos.isValid())
+                       return;
+
+               chooseMaterial2D();
+               setMaterialTexture(0, 0);
+
+               setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
+                               colorRightUp.getAlpha() < 255 ||
+                               colorLeftDown.getAlpha() < 255 ||
+                               colorRightDown.getAlpha() < 255, false, false);
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[4];
+               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
+               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
+               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
+               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
+
+               drawQuad(vtPrimitive, vertices);
+       }
+
+
+       //! Draws a 2d line.
+       void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,
+                       const core::position2d<s32>& end, SColor color)
+       {
+               if (start==end)
+                       drawPixel(start.X, start.Y, color);
+               else
+               {
+                       chooseMaterial2D();
+                       setMaterialTexture(0, 0);
+
+                       setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+                       const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+                       f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+                       f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+                       S3DVertex vertices[2];
+                       vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
+                       vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
+
+                       drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+               }
+       }
+
+
+       //! Draws a pixel
+       void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)
+       {
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+               if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
+                       return;
+
+               chooseMaterial2D();
+               setMaterialTexture(0, 0);
+
+               setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+               f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[1];
+               vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
+
+               drawArrays(GL_POINTS, vtPrimitive, vertices, 1);
+       }
+
+       void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])
+       {
+               drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);
+       }
+
+       void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)
+       {
+               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+               glDrawArrays(primitiveType, 0, vertexCount);
+               endDraw(vertexType);
+       }
+
+       void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)
+       {
+               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+               glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);
+               endDraw(vertexType);
+       }
+
+       void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)
+       {
+               for (auto attr: vertexType) {
+                       glEnableVertexAttribArray(attr.Index);
+                       switch (attr.mode) {
+                       case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+                       case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+                       case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+                       }
+               }
+       }
+
+       void COpenGL3DriverBase::endDraw(const VertexType &vertexType)
+       {
+               for (auto attr: vertexType)
+                       glDisableVertexAttribArray(attr.Index);
+       }
+
+       ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)
+       {
+               core::array<IImage*> imageArray(1);
+               imageArray.push_back(image);
+
+               COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);
+
+               return texture;
+       }
+
+       ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
+       {
+               COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);
+
+               return texture;
+       }
+
+       //! Sets a material.
+       void COpenGL3DriverBase::setMaterial(const SMaterial& material)
+       {
+               Material = material;
+               OverrideMaterial.apply(Material);
+
+               for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
+               {
+                       CacheHandler->getTextureCache().set(i, material.getTexture(i));
+                       setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
+               }
+       }
+
+       //! prints error if an error happened.
+       bool COpenGL3DriverBase::testGLError(int code)
+       {
+#ifdef _DEBUG
+               GLenum g = glGetError();
+               switch (g)
+               {
+                       case GL_NO_ERROR:
+                               return false;
+                       case GL_INVALID_ENUM:
+                               os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+                       case GL_INVALID_VALUE:
+                               os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+                       case GL_INVALID_OPERATION:
+                               os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+                       case GL_OUT_OF_MEMORY:
+                               os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+               };
+               return true;
+#else
+               return false;
+#endif
+       }
+
+       //! prints error if an error happened.
+       bool COpenGL3DriverBase::testEGLError()
+       {
+#if defined(EGL_VERSION_1_0) && defined(_DEBUG)
+               EGLint g = eglGetError();
+               switch (g)
+               {
+                       case EGL_SUCCESS:
+                               return false;
+                       case EGL_NOT_INITIALIZED :
+                               os::Printer::log("Not Initialized", ELL_ERROR);
+                               break;
+                       case EGL_BAD_ACCESS:
+                               os::Printer::log("Bad Access", ELL_ERROR);
+                               break;
+                       case EGL_BAD_ALLOC:
+                               os::Printer::log("Bad Alloc", ELL_ERROR);
+                               break;
+                       case EGL_BAD_ATTRIBUTE:
+                               os::Printer::log("Bad Attribute", ELL_ERROR);
+                               break;
+                       case EGL_BAD_CONTEXT:
+                               os::Printer::log("Bad Context", ELL_ERROR);
+                               break;
+                       case EGL_BAD_CONFIG:
+                               os::Printer::log("Bad Config", ELL_ERROR);
+                               break;
+                       case EGL_BAD_CURRENT_SURFACE:
+                               os::Printer::log("Bad Current Surface", ELL_ERROR);
+                               break;
+                       case EGL_BAD_DISPLAY:
+                               os::Printer::log("Bad Display", ELL_ERROR);
+                               break;
+                       case EGL_BAD_SURFACE:
+                               os::Printer::log("Bad Surface", ELL_ERROR);
+                               break;
+                       case EGL_BAD_MATCH:
+                               os::Printer::log("Bad Match", ELL_ERROR);
+                               break;
+                       case EGL_BAD_PARAMETER:
+                               os::Printer::log("Bad Parameter", ELL_ERROR);
+                               break;
+                       case EGL_BAD_NATIVE_PIXMAP:
+                               os::Printer::log("Bad Native Pixmap", ELL_ERROR);
+                               break;
+                       case EGL_BAD_NATIVE_WINDOW:
+                               os::Printer::log("Bad Native Window", ELL_ERROR);
+                               break;
+                       case EGL_CONTEXT_LOST:
+                               os::Printer::log("Context Lost", ELL_ERROR);
+                               break;
+               };
+               return true;
+#else
+               return false;
+#endif
+       }
+
+
+       void COpenGL3DriverBase::setRenderStates3DMode()
+       {
+               if ( LockRenderStateMode )
+                       return;
+
+               if (CurrentRenderMode != ERM_3D)
+               {
+                       // Reset Texture Stages
+                       CacheHandler->setBlend(false);
+                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+                       ResetRenderStates = true;
+               }
+
+               if (ResetRenderStates || LastMaterial != Material)
+               {
+                       // unset old material
+
+                       // unset last 3d material
+                       if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)
+                       {
+                               MaterialRenderer2DActive->OnUnsetMaterial();
+                               MaterialRenderer2DActive = 0;
+                       }
+                       else if (LastMaterial.MaterialType != Material.MaterialType &&
+                                       static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
+                               MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
+
+                       // set new material.
+                       if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
+                               MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
+                                       Material, LastMaterial, ResetRenderStates, this);
+
+                       LastMaterial = Material;
+                       CacheHandler->correctCacheMaterial(LastMaterial);
+                       ResetRenderStates = false;
+               }
+
+               if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
+                       MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
+
+               CurrentRenderMode = ERM_3D;
+       }
+
+       //! Can be called by an IMaterialRenderer to make its work easier.
+       void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)
+       {
+               // ZBuffer
+               switch (material.ZBuffer)
+               {
+                       case ECFN_DISABLED:
+                               CacheHandler->setDepthTest(false);
+                               break;
+                       case ECFN_LESSEQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_LEQUAL);
+                               break;
+                       case ECFN_EQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_EQUAL);
+                               break;
+                       case ECFN_LESS:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_LESS);
+                               break;
+                       case ECFN_NOTEQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_NOTEQUAL);
+                               break;
+                       case ECFN_GREATEREQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_GEQUAL);
+                               break;
+                       case ECFN_GREATER:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_GREATER);
+                               break;
+                       case ECFN_ALWAYS:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_ALWAYS);
+                               break;
+                       case ECFN_NEVER:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_NEVER);
+                               break;
+                       default:
+                               break;
+               }
+
+               // ZWrite
+               if (getWriteZBuffer(material))
+               {
+                       CacheHandler->setDepthMask(true);
+               }
+               else
+               {
+                       CacheHandler->setDepthMask(false);
+               }
+
+               // Back face culling
+               if ((material.FrontfaceCulling) && (material.BackfaceCulling))
+               {
+                       CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
+                       CacheHandler->setCullFace(true);
+               }
+               else if (material.BackfaceCulling)
+               {
+                       CacheHandler->setCullFaceFunc(GL_BACK);
+                       CacheHandler->setCullFace(true);
+               }
+               else if (material.FrontfaceCulling)
+               {
+                       CacheHandler->setCullFaceFunc(GL_FRONT);
+                       CacheHandler->setCullFace(true);
+               }
+               else
+               {
+                       CacheHandler->setCullFace(false);
+               }
+
+               // Color Mask
+               CacheHandler->setColorMask(material.ColorMask);
+
+               // Blend Equation
+               if (material.BlendOperation == EBO_NONE)
+                       CacheHandler->setBlend(false);
+               else
+               {
+                       CacheHandler->setBlend(true);
+
+                       switch (material.BlendOperation)
+                       {
+                       case EBO_ADD:
+                               CacheHandler->setBlendEquation(GL_FUNC_ADD);
+                               break;
+                       case EBO_SUBTRACT:
+                               CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
+                               break;
+                       case EBO_REVSUBTRACT:
+                               CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+                               break;
+                       default:
+                               break;
+                       }
+               }
+
+               // Blend Factor
+               if (IR(material.BlendFactor) & 0xFFFFFFFF       // TODO: why the & 0xFFFFFFFF?
+                       && material.MaterialType != EMT_ONETEXTURE_BLEND
+               )
+               {
+                   E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
+                   E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
+                   E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
+                   E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
+                   E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
+                   u32 alphaSource = 0;
+
+                   unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
+
+                       CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
+                               getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
+               }
+
+               // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
+
+               if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
+                       glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
+
+               // Anti aliasing
+               if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
+               {
+                       if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+                               glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+                       else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+                               glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+               }
+
+               // Texture parameters
+               setTextureRenderStates(material, resetAllRenderStates);
+       }
+
+       //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
+       void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
+       {
+               // Set textures to TU/TIU and apply filters to them
+
+               for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
+               {
+                       const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];
+
+                       if (!tmpTexture)
+                               continue;
+
+                       GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
+
+                       CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
+
+                       if (resetAllRenderstates)
+                               tmpTexture->getStatesCache().IsCached = false;
+
+                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+                               material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
+                                       (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+                               tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+                               tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+                       }
+
+                       if (material.UseMipMaps && tmpTexture->hasMipMaps())
+                       {
+                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)
+                               {
+                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+                                               material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
+                                               material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
+                                               GL_NEAREST_MIPMAP_NEAREST);
+
+                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+                                       tmpTexture->getStatesCache().MipMapStatus = true;
+                               }
+                       }
+                       else
+                       {
+                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)
+                               {
+                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+                                               (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+                                       tmpTexture->getStatesCache().MipMapStatus = false;
+                               }
+                       }
+
+       #ifdef GL_EXT_texture_filter_anisotropic
+                       if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
+                               (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+                                       material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
+
+                               tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
+                       }
+       #endif
+
+                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
+                               tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
+                       }
+
+                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
+                               tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
+                       }
+
+                       tmpTexture->getStatesCache().IsCached = true;
+               }
+       }
+
+
+       // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.
+       GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const
+       {
+               switch (clamp)
+               {
+                       case ETC_CLAMP:
+                       case ETC_CLAMP_TO_EDGE:
+                       case ETC_CLAMP_TO_BORDER:
+                               return GL_CLAMP_TO_EDGE;
+                       case ETC_MIRROR:
+                               return GL_REPEAT;
+                       default:
+                               return GL_REPEAT;
+               }
+       }
+
+
+       //! sets the needed renderstates
+       void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
+       {
+               if ( LockRenderStateMode )
+                       return;
+
+               COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;
+
+               if (CurrentRenderMode != ERM_2D)
+               {
+                       // unset last 3d material
+                       if (CurrentRenderMode == ERM_3D)
+                       {
+                               if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
+                                       MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
+                       }
+
+                       CurrentRenderMode = ERM_2D;
+               }
+               else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)
+               {
+                       MaterialRenderer2DActive->OnUnsetMaterial();
+               }
+
+               MaterialRenderer2DActive = nextActiveRenderer;
+
+               MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);
+               LastMaterial = Material;
+               CacheHandler->correctCacheMaterial(LastMaterial);
+
+               // no alphaChannel without texture
+               alphaChannel &= texture;
+
+               if (alphaChannel || alpha)
+               {
+                       CacheHandler->setBlend(true);
+                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       CacheHandler->setBlendEquation(GL_FUNC_ADD);
+               }
+               else
+                       CacheHandler->setBlend(false);
+
+               Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));
+               setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
+
+               if (texture)
+               {
+                       if (OverrideMaterial2DEnabled)
+                               setTextureRenderStates(OverrideMaterial2D, false);
+                       else
+                               setTextureRenderStates(InitMaterial2D, false);
+               }
+
+               MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);
+       }
+
+
+       void COpenGL3DriverBase::chooseMaterial2D()
+       {
+               if (!OverrideMaterial2DEnabled)
+                       Material = InitMaterial2D;
+
+               if (OverrideMaterial2DEnabled)
+               {
+                       OverrideMaterial2D.Lighting=false;
+                       OverrideMaterial2D.ZWriteEnable=EZW_OFF;
+                       OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge
+                       OverrideMaterial2D.Lighting=false;
+
+                       Material = OverrideMaterial2D;
+               }
+       }
+
+
+       //! \return Returns the name of the video driver.
+       const wchar_t* COpenGL3DriverBase::getName() const
+       {
+               return Name.c_str();
+       }
+
+       void COpenGL3DriverBase::setViewPort(const core::rect<s32>& area)
+       {
+               core::rect<s32> vp = area;
+               core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
+               vp.clipAgainst(rendert);
+
+               if (vp.getHeight() > 0 && vp.getWidth() > 0)
+                       CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
+
+               ViewPort = vp;
+       }
+
+
+       void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)
+       {
+               CacheHandler->setViewport(0, 0, width, height);
+               ViewPort = core::recti(0, 0, width, height);
+       }
+
+
+       //! Draws a 3d line.
+       void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,
+                       const core::vector3df& end, SColor color)
+       {
+               setRenderStates3DMode();
+
+               S3DVertex vertices[2];
+               vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
+               vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
+
+               drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+       }
+
+
+       //! Only used by the internal engine. Used to notify the driver that
+       //! the window was resized.
+       void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)
+       {
+               CNullDriver::OnResize(size);
+               CacheHandler->setViewport(0, 0, size.Width, size.Height);
+               Transformation3DChanged = true;
+       }
+
+
+       //! Returns type of video driver
+       E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const
+       {
+               return EDT_OPENGL3;
+       }
+
+
+       //! returns color format
+       ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const
+       {
+               return ColorFormat;
+       }
+
+
+       //! Get a vertex shader constant index.
+       s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)
+       {
+               return getPixelShaderConstantID(name);
+       }
+
+       //! Get a pixel shader constant index.
+       s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)
+       {
+               os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
+               return -1;
+       }
+
+       //! Sets a vertex shader constant.
+       void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+       }
+
+       //! Sets a pixel shader constant.
+       void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+       }
+
+       //! Sets a constant for the vertex shader based on an index.
+       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+               return false;
+       }
+
+       //! Int interface for the above.
+       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+               return false;
+       }
+
+       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+               return false;
+       }
+
+       //! Sets a constant for the pixel shader based on an index.
+       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+               return false;
+       }
+
+       //! Int interface for the above.
+       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+               return false;
+       }
+
+       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+               return false;
+       }
+
+       //! Adds a new material renderer to the VideoDriver, using pixel and/or
+       //! vertex shaders to render geometry.
+       s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,
+                       const c8* pixelShaderProgram,
+                       IShaderConstantSetCallBack* callback,
+                       E_MATERIAL_TYPE baseMaterial, s32 userData)
+       {
+               os::Printer::log("No shader support.");
+               return -1;
+       }
+
+
+       //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
+       s32 COpenGL3DriverBase::addHighLevelShaderMaterial(
+                       const c8* vertexShaderProgram,
+                       const c8* vertexShaderEntryPointName,
+                       E_VERTEX_SHADER_TYPE vsCompileTarget,
+                       const c8* pixelShaderProgram,
+                       const c8* pixelShaderEntryPointName,
+                       E_PIXEL_SHADER_TYPE psCompileTarget,
+                       const c8* geometryShaderProgram,
+                       const c8* geometryShaderEntryPointName,
+                       E_GEOMETRY_SHADER_TYPE gsCompileTarget,
+                       scene::E_PRIMITIVE_TYPE inType,
+                       scene::E_PRIMITIVE_TYPE outType,
+                       u32 verticesOut,
+                       IShaderConstantSetCallBack* callback,
+                       E_MATERIAL_TYPE baseMaterial,
+                       s32 userData)
+       {
+               s32 nr = -1;
+               COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(
+                       this, nr, vertexShaderProgram,
+                       pixelShaderProgram,
+                       callback, baseMaterial, userData);
+
+               r->drop();
+               return nr;
+       }
+
+       //! Returns a pointer to the IVideoDriver interface. (Implementation for
+       //! IMaterialRendererServices)
+       IVideoDriver* COpenGL3DriverBase::getVideoDriver()
+       {
+               return this;
+       }
+
+
+       //! Returns pointer to the IGPUProgrammingServices interface.
+       IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()
+       {
+               return this;
+       }
+
+       ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,
+               const io::path& name, const ECOLOR_FORMAT format)
+       {
+               //disable mip-mapping
+               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);
+               addTexture(renderTargetTexture);
+               renderTargetTexture->drop();
+
+               //restore mip-mapping
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+               return renderTargetTexture;
+       }
+
+       ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
+       {
+               //disable mip-mapping
+               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+               bool supportForFBO = (Feature.ColorAttachment > 0);
+
+               const core::dimension2d<u32> size(sideLen, sideLen);
+               core::dimension2du destSize(size);
+
+               if (!supportForFBO)
+               {
+                       destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
+                       destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
+               }
+
+               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);
+               addTexture(renderTargetTexture);
+               renderTargetTexture->drop();
+
+               //restore mip-mapping
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+               return renderTargetTexture;
+       }
+
+
+       //! Returns the maximum amount of primitives
+       u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const
+       {
+               return 65535;
+       }
+
+       bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
+       {
+               if (target && target->getDriverType() != getDriverType())
+               {
+                       os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);
+                       return false;
+               }
+
+               core::dimension2d<u32> destRenderTargetSize(0, 0);
+
+               if (target)
+               {
+                       COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);
+
+                       CacheHandler->setFBO(renderTarget->getBufferID());
+                       renderTarget->update();
+
+                       destRenderTargetSize = renderTarget->getSize();
+
+                       setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
+               }
+               else
+               {
+                       CacheHandler->setFBO(0);
+
+                       destRenderTargetSize = core::dimension2d<u32>(0, 0);
+
+                       setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
+               }
+
+               if (CurrentRenderTargetSize != destRenderTargetSize)
+               {
+                       CurrentRenderTargetSize = destRenderTargetSize;
+
+                       Transformation3DChanged = true;
+               }
+
+               CurrentRenderTarget = target;
+
+               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+               return true;
+       }
+
+       void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
+       {
+               GLbitfield mask = 0;
+               u8 colorMask = 0;
+               bool depthMask = false;
+
+               CacheHandler->getColorMask(colorMask);
+               CacheHandler->getDepthMask(depthMask);
+
+               if (flag & ECBF_COLOR)
+               {
+                       CacheHandler->setColorMask(ECP_ALL);
+
+                       const f32 inv = 1.0f / 255.0f;
+                       glClearColor(color.getRed() * inv, color.getGreen() * inv,
+                               color.getBlue() * inv, color.getAlpha() * inv);
+
+                       mask |= GL_COLOR_BUFFER_BIT;
+               }
+
+               if (flag & ECBF_DEPTH)
+               {
+                       CacheHandler->setDepthMask(true);
+                       glClearDepthf(depth);
+                       mask |= GL_DEPTH_BUFFER_BIT;
+               }
+
+               if (flag & ECBF_STENCIL)
+               {
+                       glClearStencil(stencil);
+                       mask |= GL_STENCIL_BUFFER_BIT;
+               }
+
+               if (mask)
+                       glClear(mask);
+
+               CacheHandler->setColorMask(colorMask);
+               CacheHandler->setDepthMask(depthMask);
+       }
+
+
+       //! Returns an image created from the last rendered frame.
+       // We want to read the front buffer to get the latest render finished.
+       // This is not possible under ogl-es, though, so one has to call this method
+       // outside of the render loop only.
+       IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
+       {
+               if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
+                       return 0;
+
+               GLint internalformat = GL_RGBA;
+               GLint type = GL_UNSIGNED_BYTE;
+               {
+//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);
+//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
+                       // there's a format we don't support ATM
+                       if (GL_UNSIGNED_SHORT_4_4_4_4 == type)
+                       {
+                               internalformat = GL_RGBA;
+                               type = GL_UNSIGNED_BYTE;
+                       }
+               }
+
+               IImage* newImage = 0;
+               if (GL_RGBA == internalformat)
+               {
+                       if (GL_UNSIGNED_BYTE == type)
+                               newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
+                       else
+                               newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
+               }
+               else
+               {
+                       if (GL_UNSIGNED_BYTE == type)
+                               newImage = new CImage(ECF_R8G8B8, ScreenSize);
+                       else
+                               newImage = new CImage(ECF_R5G6B5, ScreenSize);
+               }
+
+               if (!newImage)
+                       return 0;
+
+               u8* pixels = static_cast<u8*>(newImage->getData());
+               if (!pixels)
+               {
+                       newImage->drop();
+                       return 0;
+               }
+
+               glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
+               testGLError(__LINE__);
+
+               // opengl images are horizontally flipped, so we have to fix that here.
+               const s32 pitch = newImage->getPitch();
+               u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
+               u8* tmpBuffer = new u8[pitch];
+               for (u32 i = 0; i < ScreenSize.Height; i += 2)
+               {
+                       memcpy(tmpBuffer, pixels, pitch);
+                       memcpy(pixels, p2, pitch);
+                       memcpy(p2, tmpBuffer, pitch);
+                       pixels += pitch;
+                       p2 -= pitch;
+               }
+               delete [] tmpBuffer;
+
+               // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)
+               if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)
+               {
+                       pixels = static_cast<u8*>(newImage->getData());
+                       for (u32 i = 0; i < ScreenSize.Height; i++)
+                       {
+                               for (u32 j = 0; j < ScreenSize.Width; j++)
+                               {
+                                       u32 c = *(u32*) (pixels + 4 * j);
+                                       *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |
+                                               ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);
+                               }
+                               pixels += pitch;
+                       }
+               }
+
+               if (testGLError(__LINE__))
+               {
+                       newImage->drop();
+                       return 0;
+               }
+               testGLError(__LINE__);
+               return newImage;
+       }
+
+       void COpenGL3DriverBase::removeTexture(ITexture* texture)
+       {
+               CacheHandler->getTextureCache().remove(texture);
+               CNullDriver::removeTexture(texture);
+       }
+
+       //! Set/unset a clipping plane.
+       bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
+       {
+               if (index >= UserClipPlane.size())
+                       UserClipPlane.push_back(SUserClipPlane());
+
+               UserClipPlane[index].Plane = plane;
+               UserClipPlane[index].Enabled = enable;
+               return true;
+       }
+
+       //! Enable/disable a clipping plane.
+       void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)
+       {
+               UserClipPlane[index].Enabled = enable;
+       }
+
+       //! Get the ClipPlane Count
+       u32 COpenGL3DriverBase::getClipPlaneCount() const
+       {
+               return UserClipPlane.size();
+       }
+
+       const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const
+       {
+               if (index < UserClipPlane.size())
+                       return UserClipPlane[index].Plane;
+               else
+               {
+                       _IRR_DEBUG_BREAK_IF(true)       // invalid index
+                       static const core::plane3df dummy;
+                       return dummy;
+               }
+       }
+
+       core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const
+       {
+               return core::dimension2du(MaxTextureSize, MaxTextureSize);
+       }
+
+       GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const
+       {
+               static GLenum const blendTable[] =
+               {
+                       GL_ZERO,
+                       GL_ONE,
+                       GL_DST_COLOR,
+                       GL_ONE_MINUS_DST_COLOR,
+                       GL_SRC_COLOR,
+                       GL_ONE_MINUS_SRC_COLOR,
+                       GL_SRC_ALPHA,
+                       GL_ONE_MINUS_SRC_ALPHA,
+                       GL_DST_ALPHA,
+                       GL_ONE_MINUS_DST_ALPHA,
+                       GL_SRC_ALPHA_SATURATE
+               };
+
+               return blendTable[factor];
+       }
+
+       bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
+               GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
+       {
+               bool supported = false;
+               pixelFormat = GL_RGBA;
+               pixelType = GL_UNSIGNED_BYTE;
+               *converter = 0;
+
+               switch (format)
+               {
+               case ECF_A1R5G5B5:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
+                       *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
+                       break;
+               case ECF_R5G6B5:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_UNSIGNED_SHORT_5_6_5;
+                       break;
+               case ECF_R8G8B8:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_UNSIGNED_BYTE;
+                       break;
+               case ECF_A8R8G8B8:
+                       supported = true;
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
+                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
+                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
+                       {
+                               pixelFormat = GL_BGRA;
+                       }
+                       else
+                       {
+                               pixelFormat = GL_RGBA;
+                               *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
+                       }
+                       pixelType = GL_UNSIGNED_BYTE;
+                       break;
+#ifdef GL_EXT_texture_compression_s3tc
+               case ECF_DXT1:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+                       break;
+               case ECF_DXT2:
+               case ECF_DXT3:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+                       break;
+               case ECF_DXT4:
+               case ECF_DXT5:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+                       break;
+#endif
+#ifdef GL_OES_compressed_ETC1_RGB8_texture
+               case ECF_ETC1:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_ETC1_RGB8_OES;
+                       break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+               case ECF_ETC2_RGB:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_COMPRESSED_RGB8_ETC2;
+                       break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+               case ECF_ETC2_ARGB:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
+                       break;
+#endif
+               case ECF_D16:
+                       supported = true;
+                       pixelFormat = GL_DEPTH_COMPONENT;
+                       pixelType = GL_UNSIGNED_SHORT;
+                       break;
+               case ECF_D32:
+#if defined(GL_OES_depth32)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
+                       {
+                               supported = true;
+                               pixelFormat = GL_DEPTH_COMPONENT;
+                               pixelType = GL_UNSIGNED_INT;
+                       }
+#endif
+                       break;
+               case ECF_D24S8:
+#ifdef GL_OES_packed_depth_stencil
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
+                       {
+                               supported = true;
+                               pixelFormat = GL_DEPTH_STENCIL_OES;
+                               pixelType = GL_UNSIGNED_INT_24_8_OES;
+                       }
+#endif
+                       break;
+               case ECF_R8:
+#if defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RED_EXT;
+                               pixelType = GL_UNSIGNED_BYTE;
+                       }
+#endif
+                       break;
+               case ECF_R8G8:
+#if defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RG_EXT;
+                               pixelType = GL_UNSIGNED_BYTE;
+                       }
+#endif
+                       break;
+               case ECF_R16:
+                       break;
+               case ECF_R16G16:
+                       break;
+               case ECF_R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RED_EXT;
+                               pixelType = GL_HALF_FLOAT_OES ;
+                       }
+#endif
+                       break;
+               case ECF_G16R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RG_EXT;
+                               pixelType = GL_HALF_FLOAT_OES ;
+                       }
+#endif
+                       break;
+               case ECF_A16B16G16R16F:
+#if defined(GL_OES_texture_half_float)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RGBA;
+                               pixelType = GL_HALF_FLOAT_OES ;
+                       }
+#endif
+                       break;
+               case ECF_R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RED_EXT;
+                               pixelType = GL_FLOAT;
+                       }
+#endif
+                       break;
+               case ECF_G32R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RG_EXT;
+                               pixelType = GL_FLOAT;
+                       }
+#endif
+                       break;
+               case ECF_A32B32G32R32F:
+#if defined(GL_OES_texture_float)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RGBA;
+                               pixelType = GL_FLOAT ;
+                       }
+#endif
+                       break;
+               default:
+                       break;
+               }
+
+               // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
+               // Doesn't mention if "match" means "equal" or some other way of matching, but
+               // some bug on Emscripten and browsing discussions by others lead me to believe
+               // it means they have to be equal. Note that this was different in OpenGL.
+               internalFormat = pixelFormat;
+
+#ifdef _IRR_IOS_PLATFORM_
+               if (internalFormat == GL_BGRA)
+                       internalFormat = GL_RGBA;
+#endif
+
+               return supported;
+       }
+
+       bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const
+       {
+               GLint dummyInternalFormat;
+               GLenum dummyPixelFormat;
+               GLenum dummyPixelType;
+               void (*dummyConverter)(const void*, s32, void*);
+               return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
+       }
+
+       bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const
+       {
+               return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
+       }
+
+       const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const
+       {
+               return Material;
+       }
+
+       COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const
+       {
+               return CacheHandler;
+       }
+
+} // end namespace
+} // end namespace