Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Added a seperate shader for the gradient used for water drawing.
Disabled 3D mode for GL2 codepath as this still has some FFP left.
#include "quaadler32.h"
#include "zlib.h"
QuaAdler32::QuaAdler32()
{
reset();
}
quint32 QuaAdler32::calculate(const QByteArray &data)
{
return adler32( adler32(0L, Z_NULL, 0), (const Bytef*)data.data(), data.size() );
}
void QuaAdler32::reset()
{
checksum = adler32(0L, Z_NULL, 0);
}
void QuaAdler32::update(const QByteArray &buf)
{
checksum = adler32( checksum, (const Bytef*)buf.data(), buf.size() );
}
quint32 QuaAdler32::value()
{
return checksum;
}