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-rw-r--r--src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
index 7afb354..e2af4b3 100644
--- a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
+++ b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
@@ -240,8 +240,8 @@ public class HWShadowmapsSimple extends Demo {
decal = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/images/decal_image.png"),
true,
TextureIO.PNG);
- decal.setTexParameteri(GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
- decal.setTexParameteri(GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
+ decal.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
+ decal.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
light_image = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/images/nvlogo_spot.png"),
true,
TextureIO.PNG);
@@ -573,10 +573,10 @@ public class HWShadowmapsSimple extends Demo {
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glDisable(GL2.GL_LIGHTING);
- decal.bind();
- decal.enable();
+ decal.bind(gl);
+ decal.enable(gl);
gl.glCallList(quad);
- decal.disable();
+ decal.disable(gl);
gl.glEnable(GL2.GL_LIGHTING);
texgen(gl, false);
@@ -647,8 +647,8 @@ public class HWShadowmapsSimple extends Demo {
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL2.GL_MODELVIEW);
- light_image.bind();
- light_image.enable();
+ light_image.bind(gl);
+ light_image.enable(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
gl.glActiveTexture(GL2.GL_TEXTURE0);
@@ -660,7 +660,7 @@ public class HWShadowmapsSimple extends Demo {
render_scene(gl, cameraTransform, drawable, params);
gl.glActiveTexture(GL2.GL_TEXTURE1);
- light_image.disable();
+ light_image.disable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE0);
render_manipulators(gl, cameraTransform, drawable, params);
@@ -694,8 +694,8 @@ public class HWShadowmapsSimple extends Demo {
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL2.GL_MODELVIEW);
- light_image.bind();
- light_image.enable();
+ light_image.bind(gl);
+ light_image.enable(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
// depth compare
@@ -729,7 +729,7 @@ public class HWShadowmapsSimple extends Demo {
render_scene(gl, cameraTransform, drawable, params);
gl.glActiveTexture(GL2.GL_TEXTURE1);
- light_image.disable();
+ light_image.disable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE2);
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glActiveTexture(GL2.GL_TEXTURE0);
@@ -769,8 +769,8 @@ public class HWShadowmapsSimple extends Demo {
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
gl.glMatrixMode(GL2.GL_MODELVIEW);
- light_image.bind();
- light_image.enable();
+ light_image.bind(gl);
+ light_image.enable(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
gl.glActiveTexture(GL2.GL_TEXTURE0);
@@ -785,7 +785,7 @@ public class HWShadowmapsSimple extends Demo {
render_scene(gl, spotlightTransform, null, null);
gl.glActiveTexture(GL2.GL_TEXTURE1);
- light_image.disable();
+ light_image.disable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE0);
}