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-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();
}