diff options
author | Kenneth Russel <[email protected]> | 2005-07-08 16:03:14 +0000 |
---|---|---|
committer | Kenneth Russel <[email protected]> | 2005-07-08 16:03:14 +0000 |
commit | affb27f968fb3cb7902146ad7b521b7b24d18fe5 (patch) | |
tree | f9aa81f35a16c15726f3df234ef78b60dbd9ccb0 /src/demos/vertexArrayRange | |
parent | 3cce9fefe99b2a9fe7372c5be21ba7a49f98bf66 (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/vertexArrayRange')
-rw-r--r-- | src/demos/vertexArrayRange/VertexArrayRange.java | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/demos/vertexArrayRange/VertexArrayRange.java b/src/demos/vertexArrayRange/VertexArrayRange.java index 5252f0e..fee4280 100644 --- a/src/demos/vertexArrayRange/VertexArrayRange.java +++ b/src/demos/vertexArrayRange/VertexArrayRange.java @@ -306,12 +306,12 @@ public class VertexArrayRange { gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_NORMALIZE); - gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[] {.1f, .1f, 0, 1}); - gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, new float[] {.6f, .6f, .1f, 1}); - gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[] { 1, 1, .75f, 1}); + gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[] {.1f, .1f, 0, 1}, 0); + gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, new float[] {.6f, .6f, .1f, 1}, 0); + gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[] { 1, 1, .75f, 1}, 0); gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, 128.f); - gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, .5f, 0}); + gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, .5f, 0}, 0); gl.glLightModeli(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, 0); // NOTE: it looks like GLUT (or something else) sets up the @@ -358,7 +358,7 @@ public class VertexArrayRange { int[] fences = new int[1]; for (int i = 0; i < numBuffers; i++) { buffers[i] = new VarBuffer(); - gl.glGenFencesNV(1, fences); + gl.glGenFencesNV(1, fences, 0); buffers[i].fence = fences[0]; } } @@ -513,10 +513,10 @@ public class VertexArrayRange { if (toggleLightingModel) { if(getFlag('i')) { // infinite light - gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, .5f, 0 }); + gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, .5f, 0 }, 0); gl.glLightModeli(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, 0); } else { - gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, -.5f,1 }); + gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, -.5f, 1 }, 0); gl.glLightModeli(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, 1); } toggleLightingModel = false; @@ -537,7 +537,7 @@ public class VertexArrayRange { 0, 0, 1, 0, 0, 0, -1, 1 }; - gl.glLoadMatrixf(modelViewMatrix); + gl.glLoadMatrixf(modelViewMatrix, 0); // FIXME: add mouse interaction // camera.apply_inverse_transform(); @@ -618,7 +618,7 @@ public class VertexArrayRange { for (int i = 0; i < elements.length; i++) { ++numDrawElementsCalls; - gl.glDrawElements(primitive, elements[i].length, GL.GL_UNSIGNED_INT, elements[i]); + gl.glDrawElements(primitive, elements[i].length, GL.GL_UNSIGNED_INT, elements[i], 0); if(getFlag('f')) { gl.glFlush(); } |