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authorKenneth Russel <[email protected]>2005-07-08 16:03:14 +0000
committerKenneth Russel <[email protected]>2005-07-08 16:03:14 +0000
commitaffb27f968fb3cb7902146ad7b521b7b24d18fe5 (patch)
treef9aa81f35a16c15726f3df234ef78b60dbd9ccb0 /src/demos/hwShadowmapsSimple
parent3cce9fefe99b2a9fe7372c5be21ba7a49f98bf66 (diff)
Fixed Windows port after changes to GlueGen to include array offsets.
Ported all demos to new API. Temporarily added back in GLU entry points taking primitive arrays as the underlying APIs (in particular, glTexImage2D) do not yet support non-direct Buffers. Changed C code generation to only add in array offset if array is non-null. Fixed bug in GLU tesselator demo's vertex callback. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/branches/JSR-231@99 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/hwShadowmapsSimple')
-rw-r--r--src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
index f97e875..f757a9a 100644
--- a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
+++ b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
@@ -225,9 +225,9 @@ public class HWShadowmapsSimple {
gl.glEndList();
gl.glEnable(GL.GL_LIGHT0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_intensity);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_intensity);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient, 0);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_intensity, 0);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_intensity, 0);
gl.glEnable(GL.GL_DEPTH_TEST);
@@ -383,7 +383,7 @@ public class HWShadowmapsSimple {
gl.glEnable(GL.GL_DEPTH_TEST);
int[] depth_bits = new int[1];
- gl.glGetIntegerv(GL.GL_DEPTH_BITS, depth_bits);
+ gl.glGetIntegerv(GL.GL_DEPTH_BITS, depth_bits, 0);
if (depth_bits[0] == 16) depth_format = GL.GL_DEPTH_COMPONENT16_ARB;
else depth_format = GL.GL_DEPTH_COMPONENT24_ARB;
@@ -391,7 +391,7 @@ public class HWShadowmapsSimple {
light_view_depth = genTexture(gl);
gl.glBindTexture(GL.GL_TEXTURE_2D, light_view_depth);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, depth_format, TEX_SIZE, TEX_SIZE, 0,
- GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_INT, (byte[]) null);
+ GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_INT, (byte[]) null, 0);
set_light_view_texture_parameters(gl);
fullyInitialized = true;
@@ -434,7 +434,7 @@ public class HWShadowmapsSimple {
private int genTexture(GL gl) {
int[] tmp = new int[1];
- gl.glGenTextures(1, tmp);
+ gl.glGenTextures(1, tmp, 0);
return tmp[0];
}
@@ -511,7 +511,7 @@ public class HWShadowmapsSimple {
float[] row = new float[4];
for(int i = 0; i < 4; i++) {
getRow(m, i, row);
- gl.glTexGenfv(coord[i], plane_type, row);
+ gl.glTexGenfv(coord[i], plane_type, row, 0);
}
}
@@ -606,7 +606,7 @@ public class HWShadowmapsSimple {
gl.glLoadIdentity();
applyTransform(gl, cameraInverseTransform);
applyTransform(gl, spotlightTransform);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_pos);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_pos, 0);
gl.glPopMatrix();
// spot image
@@ -653,7 +653,7 @@ public class HWShadowmapsSimple {
gl.glLoadIdentity();
applyTransform(gl, cameraInverseTransform);
applyTransform(gl, spotlightTransform);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_pos);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_pos, 0);
gl.glPopMatrix();
// spot image
@@ -731,7 +731,7 @@ public class HWShadowmapsSimple {
// place light
gl.glPushMatrix();
gl.glLoadIdentity();
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_pos);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_pos, 0);
gl.glPopMatrix();
// spot image
@@ -779,7 +779,7 @@ public class HWShadowmapsSimple {
private static void applyTransform(GL gl, Mat4f xform) {
float[] data = new float[16];
xform.getColumnMajorData(data);
- gl.glMultMatrixf(data);
+ gl.glMultMatrixf(data, 0);
}
private static Mat4f perspectiveInverse(float fovy, float aspect, float zNear, float zFar) {