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authorKenneth Russel <[email protected]>2003-07-03 00:09:30 +0000
committerKenneth Russel <[email protected]>2003-07-03 00:09:30 +0000
commitfd3d6d767cb0ef079e430545d27760f91c182758 (patch)
tree8687cb1a3374f4fbb61df374fd5d6c702eaf5ee0 /src/demos/proceduralTexturePhysics
parent557c3213e11691f0b6bf3d0de5ac8d0003ccd385 (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.java2
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