diff options
Diffstat (limited to 'src/demos/vertexProgWarp/VertexProgWarp.java')
-rw-r--r-- | src/demos/vertexProgWarp/VertexProgWarp.java | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/src/demos/vertexProgWarp/VertexProgWarp.java b/src/demos/vertexProgWarp/VertexProgWarp.java index 0cb707f..e6dbca7 100644 --- a/src/demos/vertexProgWarp/VertexProgWarp.java +++ b/src/demos/vertexProgWarp/VertexProgWarp.java @@ -193,32 +193,32 @@ public class VertexProgWarp extends Demo { for(int i=0; i<NUM_PROGS; i++) { int[] vtxProgTmp = new int[1]; - gl.glGenPrograms(1, vtxProgTmp, 0); + gl.glGenProgramsARB(1, vtxProgTmp, 0); programs[i] = vtxProgTmp[0]; - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, programs[i]); - gl.glProgramString(GL2.GL_VERTEX_PROGRAM, GL2.GL_PROGRAM_FORMAT_ASCII, programTexts[i].length(), + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[i]); + gl.glProgramStringARB(GL2.GL_VERTEX_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, programTexts[i].length(), programTexts[i]); } - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 0, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 1, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 2, 1.0f, 1.0f, 1.0f, 0.0f); // specular color + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 0, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 1, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 2, 1.0f, 1.0f, 1.0f, 0.0f); // specular color - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 3, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 3, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants // sin Taylor series constants - 1, 1/3!, 1/5!, 1/7! - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 4, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2)); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 4, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2)); - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 5, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 5, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f); // sin wave frequency, amplitude - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 6, 1.0f, 0.2f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, 1.0f, 0.2f, 0.0f, 0.0f); // phase animation - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 7, 0.0f, 0.0f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, 0.0f, 0.0f, 0.0f, 0.0f); // fisheye sphere radius - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 8, 1.0f, 0.0f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 8, 1.0f, 0.0f, 0.0f, 0.0f); setWindowTitle(); @@ -296,21 +296,21 @@ public class VertexProgWarp extends Demo { ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters()); ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl); - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, programs[program]); - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 7, anim, 0.0f, 0.0f, 0.0f); + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[program]); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, anim, 0.0f, 0.0f, 0.0f); if (program==6) - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 6, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f); else - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 6, freq, amp, d, d+1); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, freq, amp, d, d+1); if (b['p']) - gl.glEnable(GL2.GL_VERTEX_PROGRAM); + gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glDisable(GL.GL_TEXTURE_2D); gl.glCallList(obj+1); - gl.glDisable(GL2.GL_VERTEX_PROGRAM); + gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glPopMatrix(); } |