diff options
author | Kenneth Russel <[email protected]> | 2003-07-03 00:09:30 +0000 |
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committer | Kenneth Russel <[email protected]> | 2003-07-03 00:09:30 +0000 |
commit | fd3d6d767cb0ef079e430545d27760f91c182758 (patch) | |
tree | 8687cb1a3374f4fbb61df374fd5d6c702eaf5ee0 /src/demos/proceduralTexturePhysics | |
parent | 557c3213e11691f0b6bf3d0de5ac8d0003ccd385 (diff) |
Added pbuffer support to JOGL on X11; HWShadowmapsSimple and
ProceduralTexturePhysics demos are now working on Linux with the
appropriate hardware. Moved core GLX routines out of the public GLX
interface; this allowed XVisualInfo (and the new GLXFBConfig) to be
removed from the public API. Added support to GlueGen for returning
arrays of pointers as arrays of StructAccessors in Java and for
choosing the typedef name for a pointer-to-struct if the struct itself
does not have a typedef name. Added support to GLEmitter to emit
ProcAddressTables under arbitrary names and to support arbitrary
mechanisms for fetching those tables. Made GLU (on all platforms) and
GLX (on X11) be dynamically linked. Refactored ProcAddressTable
filling to be mostly shared code. Tested changes on Linux, Mac OS X
and Windows.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@9 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/proceduralTexturePhysics')
-rw-r--r-- | src/demos/proceduralTexturePhysics/Water.java | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/demos/proceduralTexturePhysics/Water.java b/src/demos/proceduralTexturePhysics/Water.java index 6a52d15..ed6fe04 100644 --- a/src/demos/proceduralTexturePhysics/Water.java +++ b/src/demos/proceduralTexturePhysics/Water.java @@ -143,7 +143,7 @@ public class Water { private float dropletFrequency = 0.175f; // frequency at which droplets are drawn in water... - private int slowDelay = 15; // amount (milliseconds) to delay when running slow. + private int slowDelay = 1; // amount (milliseconds) to delay when running slow. private int skipInterval; // frames to skip simulation. private int skipCount; // frame count for skipping rendering |