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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/vertexArrayRange
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/vertexArrayRange')
-rw-r--r--src/demos/vertexArrayRange/VertexArrayRange.java18
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();
}