| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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a for() loop
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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RenderingEnvironmentStructure
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Can't find where this was ever used.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Only used by MasterControl and it does its own locking there.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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- This would be better doen with a trivial inner class instead of Object[]
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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With the removal of the native OpenGL backend, these third party files are gone.
Signed-off-by: Harvey Harrison <[email protected]>
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We now assume Jogl support, keep it with the rest of the code.
Signed-off-by: Harvey Harrison <[email protected]>
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Done by stupidly trying things.
Signed-off-by: Harvey Harrison <[email protected]>
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- still some work required in the offscreen case
- updated for jogl2-rc8 package re-arranging
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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- ensure the Canvas3D feature flag TEXTURE_LOD_OFFSET never gets set which will
avoid this path entirely.
Signed-off-by: Harvey Harrison <[email protected]>
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- Ensure Canvas3D feature flags TEXTURE_DETAIL and TEXTURE_SHARPEN cannot be set
- All of these constants now map to Texture.BASE_LEVEL_LINEAR
Signed-off-by: Harvey Harrison <[email protected]>
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- disable the Canvas3D.FILTER4 feature flag always, causes internal fallback
to Texture.BASE_LEVEL_LINEAR
Signed-off-by: Harvey Harrison <[email protected]>
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- make sure the Canvas3D.TEXTURE_COLOR_TABLE feature flag that guards this is never enabled
- Canvas3D:textureColorTableSize is always 0 now
Signed-off-by: Harvey Harrison <[email protected]>
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- remove ability to enable them using j3d.usecombiners
- comment out body of function, remove it from Pipeline entirely later
Signed-off-by: Harvey Harrison <[email protected]>
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The hilarious part is, the JOGL1 pipeline never used this feature anyway as when
it tested for the extension, there was a typo 'gloabl' which meant it never was
counted as available by the Canvas3D class...fun.
Likely this all just needs removing and replacing with vertex(?) shaders, there
is also API that exposes this in the Pipeline interface that should be killed as
it was only to expose this feature:
Pipeline:setGlobalAlpha
Pipeline:disableGlobalAlpha
Canvas3D:setGlobalAlpha
Canvas3D:supportGlobalAlpha
GeometryArrayRetained:disableGlobalAlpha
...and more.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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GL.GL_MODELVIEW -> GL2.GL_MODELVIEW
GL.GL_PROJECTION -> GL2.GL_PROJECTION
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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GL.GL_ABGR_EXT -> GL2.GL_ABGR_EXT
GL.GL_QUADS -> GL2.GL_QUADS
GL.GL_V3F -> GL2.GL_V3F
GL.GL_N3F_V3F -> GL2.GL_N3F_V3F
GL.GL_T2F_V3F -> GL2.GL_T2F_V3F
GL.GL_C4F_N3F_V3F -> GL2.GL_C4F_N3F_V3F
GL.GL_T2F_N3F_V3F -> GL2.GL_T2F_N3F_V3F
GL.GL_T2F_C4F_N3F_V3F -> GL2.GL_T2F_C4F_N3F_V3F
GL.GL_TEXTURE_GEN_Q -> GL2.GL_TEXTURE_GEN_Q
GL.GL_TEXTURE_GEN_R -> GL2.GL_TEXTURE_GEN_R
GL.GL_TEXTURE_GEN_S -> GL2.GL_TEXTURE_GEN_S
GL.GL_TEXTURE_GEN_T -> GL2.GL_TEXTURE_GEN_T
GL.GL_Q -> GL2.GL_Q
GL.GL_R -> GL2.GL_R
GL.GL_S -> GL2.GL_S
GL.GL_T -> GL2.GL_T
GL.GL_TRANSFORM_BIT -> GL2.GL_TRANSFORM_BIT
GL.GL_ACCUM -> GL2.GL_ACCUM
GL.GL_ACCUM_BUFFER_BIT -> GL2.GL_ACCUM_BUFFER_BIT
GL.GL_ALPHA_BIAS -> GL2.GL_ALPHA_BIAS
GL.GL_BOOL_ARB -> GL2.GL_BOOL_ARB
GL.GL_BOOL_VEC2_ARB -> GL2.GL_BOOL_VEC2_ARB
GL.GL_BOOL_VEC3_ARB -> GL2.GL_BOOL_VEC3_ARB
GL.GL_BOOL_VEC4_ARB -> GL2.GL_BOOL_VEC4_ARB
GL.GL_CLAMP -> GL2.GL_CLAMP
GL.GL_COMPILE -> GL2.GL_COMPILE
GL.GL_COLOR_TABLE_WIDTH -> GL2.GL_COLOR_TABLE_WIDTH
GL.GL_INTENSITY -> GL2.GL_INTENSITY
GL.GL_ENABLE_BIT -> GL2.GL_ENABLE_BIT
GL.GL_TEXTURE_BIT -> GL2.GL_TEXTURE_BIT
GL.GL_POLYGON_BIT -> GL2.GL_POLYGON_BIT
GL.GL_CURRENT_BIT -> GL2.GL_CURRENT_BIT
GL.GL_EYE_LINEAR -> GL2.GL_EYE_LINEAR
GL.GL_EYE_PLANE -> GL2.GL_EYE_PLANE
GL.GL_SPHERE_MAP -> GL2.GL_SPHERE_MAP
GL.GL_SAMPLER_2D_ARB -> GL2.GL_SAMPLER_2D_ARB
GL.GL_SAMPLER_3D_ARB -> GL2.GL_SAMPLER_3D_ARB
GL.GL_SAMPLER_CUBE_ARB -> GL2.GL_SAMPLER_CUBE_ARB
GL.GL_INT_VEC2_ARB -> GL2.GL_INT_VEC2_ARB
GL.GL_FLOAT_VEC2_ARB -> GL2.GL_FLOAT_VEC2_ARB
GL.GL_INT_VEC3_ARB -> GL2.GL_INT_VEC3_ARB
GL.GL_FLOAT_VEC3_ARB -> GL2.GL_FLOAT_VEC3_ARB
GL.GL_INT_VEC4_ARB -> GL2.GL_INT_VEC4_ARB
GL.GL_FLOAT_VEC4_ARB -> GL2.GL_FLOAT_VEC4_ARB
GL.GL_FLOAT_MAT3_ARB -> GL2.GL_FLOAT_MAT3_ARB
GL.GL_FLOAT_MAT4_ARB -> GL2.GL_FLOAT_MAT4_ARB
GL.GL_LIGHT_MODEL_COLOR_CONTROL -> GL2.GL_LIGHT_MODEL_COLOR_CONTROL
GL.GL_SEPARATE_SPECULAR_COLOR -> GL2.GL_SEPARATE_SPECULAR_COLOR
GL.GL_SINGLE_COLOR -> GL2.GL_SINGLE_COLOR
GL.GL_LIGHT_MODEL_LOCAL_VIEWER -> GL2.GL_LIGHT_MODEL_LOCAL_VIEWER
GL.GL_LINE_STIPPLE -> GL2.GL_LINE_STIPPLE
GL.GL_MAX_TEXTURE_IMAGE_UNITS_ARB -> GL2.GL_MAX_TEXTURE_IMAGE_UNITS_ARB
GL.GL_MAX_VERTEX_ATTRIBS_ARB -> GL2.GL_MAX_VERTEX_ATTRIBS_ARB
GL.GL_MAX_TEXTURE_COORDS_ARB -> GL2.GL_MAX_TEXTURE_COORDS_ARB
GL.GL_OBJECT_LINEAR -> GL2.GL_OBJECT_LINEAR
GL.GL_OBJECT_PLANE -> GL2.GL_OBJECT_PLANE
GL.GL_OBJECT_ACTIVE_UNIFORMS_ARB -> GL2.GL_OBJECT_ACTIVE_UNIFORMS_ARB
GL.GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB -> GL2.GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB
GL.GL_OBJECT_COMPILE_STATUS_ARB -> GL2.GL_OBJECT_COMPILE_STATUS_ARB
GL.GL_OBJECT_INFO_LOG_LENGTH_ARB -> GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB
GL.GL_OBJECT_LINK_STATUS_ARB -> GL2.GL_OBJECT_LINK_STATUS_ARB
GL.GL_SOURCE0_RGB -> GL2.GL_SOURCE0_RGB
GL.GL_SOURCE1_RGB -> GL2.GL_SOURCE1_RGB
GL.GL_SOURCE2_RGB -> GL2.GL_SOURCE2_RGB
GL.GL_SOURCE0_ALPHA -> GL2.GL_SOURCE0_ALPHA
GL.GL_SOURCE1_ALPHA -> GL2.GL_SOURCE1_ALPHA
GL.GL_SOURCE2_ALPHA -> GL2.GL_SOURCE2_ALPHA
GL.GL_POLYGON_STIPPLE -> GL2.GL_POLYGON_STIPPLE
GL.GL_RETURN -> GL2.GL_RETURN
Signed-off-by: Julien Gouesse <[email protected]>
Signed-off-by: Harvey Harrison <[email protected]>
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