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authorKenneth Russel <[email protected]>2009-03-19 20:08:15 +0000
committerKenneth Russel <[email protected]>2009-03-19 20:08:15 +0000
commitd84b348661f06005bc0a3e4306a9a24eaaebe4b5 (patch)
tree78a011ee29a39508135d76cf180ec80187914510 /make/config/jogl/gl-impl-CustomJavaCode-gl2_es2.java
parentfa014178e3f10e161610ce9c2e1cdb5d1b16ea32 (diff)
Removed GL2ES12 interface from the public API since it is only an
implementation detail. Removed GL2ES12 queries from the GLProfile class. Changed GL2ES12 instance to pay attention to the chosen profile so it behaves only like either GL2ES1 or GL2ES2. Sven's fixed function emulation can now be tested on the desktop without needing OpenGL ES emulation libraries. However, there appear to be problems running it on top of Apple's OpenGL implementation -- seen by running demos.es1.RedSquare and demos.es1.angeles.Main forcing the use of the GL2ES2 profile. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JOGL_2_SANDBOX@1889 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'make/config/jogl/gl-impl-CustomJavaCode-gl2_es2.java')
-rw-r--r--make/config/jogl/gl-impl-CustomJavaCode-gl2_es2.java22
1 files changed, 12 insertions, 10 deletions
diff --git a/make/config/jogl/gl-impl-CustomJavaCode-gl2_es2.java b/make/config/jogl/gl-impl-CustomJavaCode-gl2_es2.java
index 0575eb1a2..37b19ec8a 100644
--- a/make/config/jogl/gl-impl-CustomJavaCode-gl2_es2.java
+++ b/make/config/jogl/gl-impl-CustomJavaCode-gl2_es2.java
@@ -295,17 +295,19 @@
public final String toString() {
StringBuffer buf = new StringBuffer();
buf.append(getClass().getName());
- buf.append(" [GLSL compiler: ");
- buf.append(glShaderCompilerAvailable());
- Set bfs = glGetShaderBinaryFormats();
- buf.append(", binary formats ");
- buf.append(bfs.size());
- buf.append(":");
- for(Iterator iter=bfs.iterator(); iter.hasNext(); ) {
- buf.append(" ");
- buf.append(((Integer)(iter.next())).intValue());
+ if (isGL2ES2()) {
+ buf.append(" [GLSL compiler: ");
+ buf.append(glShaderCompilerAvailable());
+ Set bfs = glGetShaderBinaryFormats();
+ buf.append(", binary formats ");
+ buf.append(bfs.size());
+ buf.append(":");
+ for(Iterator iter=bfs.iterator(); iter.hasNext(); ) {
+ buf.append(" ");
+ buf.append(((Integer)(iter.next())).intValue());
+ }
+ buf.append("]");
}
- buf.append("]");
return buf.toString();
}