{
// Check if rendering is to be in immediate mode
const Handle(OpenGl_Context)& aContext = theWorkspace->GetGlContext();
-
-#if !defined(GL_ES_VERSION_2_0)
- GLint aCurrMode = GL_MODELVIEW;
- glGetIntegerv (GL_MATRIX_MODE, &aCurrMode);
-
if (!myIsEnabled)
{
// restore matrix state
// Apply since we probably in the middle of something.
aContext->ApplyModelViewMatrix();
-
return;
}
// load transformed model-view matrix
aContext->WorldViewState.SetCurrent (aMatrixMV);
aContext->ApplyWorldViewMatrix();
-
-#endif
}