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authorJulien Gouesse <[email protected]>2013-07-30 20:49:02 +0200
committerJulien Gouesse <[email protected]>2013-07-30 20:49:02 +0200
commitdc2fbacfa01bcd6ae8747652a50ff1556a8e9fd7 (patch)
treea60cb5bbe0fbca9c89d207b2d526e9e59ade559d /ardor3d-jogl/src
parent4f9807d2f4ac52a1d242e3e47e5e26948eebade1 (diff)
Switches to JOGL 2.0.2
Diffstat (limited to 'ardor3d-jogl/src')
-rw-r--r--ardor3d-jogl/src/main/java/com/ardor3d/scene/state/jogl/JoglShaderObjectsStateUtil.java9
1 files changed, 5 insertions, 4 deletions
diff --git a/ardor3d-jogl/src/main/java/com/ardor3d/scene/state/jogl/JoglShaderObjectsStateUtil.java b/ardor3d-jogl/src/main/java/com/ardor3d/scene/state/jogl/JoglShaderObjectsStateUtil.java
index 8d8dccb..c28b028 100644
--- a/ardor3d-jogl/src/main/java/com/ardor3d/scene/state/jogl/JoglShaderObjectsStateUtil.java
+++ b/ardor3d-jogl/src/main/java/com/ardor3d/scene/state/jogl/JoglShaderObjectsStateUtil.java
@@ -19,6 +19,7 @@ import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GL3;
+import javax.media.opengl.GL4;
import javax.media.opengl.GLContext;
import com.ardor3d.renderer.ContextCapabilities;
@@ -226,10 +227,10 @@ public abstract class JoglShaderObjectsStateUtil {
if (gl.isGL2()) {
state._tessellationControlShaderID = gl.getGL2()
- .glCreateShaderObjectARB(GL3.GL_TESS_CONTROL_SHADER);
+ .glCreateShaderObjectARB(GL4.GL_TESS_CONTROL_SHADER);
} else {
if (gl.isGL2ES2()) {
- state._tessellationControlShaderID = gl.getGL2ES2().glCreateShader(GL3.GL_TESS_CONTROL_SHADER);
+ state._tessellationControlShaderID = gl.getGL2ES2().glCreateShader(GL4.GL_TESS_CONTROL_SHADER);
}
}
@@ -281,11 +282,11 @@ public abstract class JoglShaderObjectsStateUtil {
if (gl.isGL2()) {
state._tessellationEvaluationShaderID = gl.getGL2().glCreateShaderObjectARB(
- GL3.GL_TESS_CONTROL_SHADER);
+ GL4.GL_TESS_CONTROL_SHADER);
} else {
if (gl.isGL2ES2()) {
state._tessellationEvaluationShaderID = gl.getGL2ES2().glCreateShader(
- GL3.GL_TESS_CONTROL_SHADER);
+ GL4.GL_TESS_CONTROL_SHADER);
}
}