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authorSven Gothel <[email protected]>2015-03-06 10:03:59 +0100
committerSven Gothel <[email protected]>2015-03-06 10:03:59 +0100
commit23f7addf6eefde27efe7e47c320ad31b7f81dc2c (patch)
tree354c1cb7a88f82ad36b4856b05c2eb01e9923c7a /src/jogl/classes/com/jogamp/opengl/FBObject.java
parent27ebb38b9ffd3cc8f4ee3b97509b0f32ef2680aa (diff)
Bug 1135 - Cleanup: Class ownership change of static GL enumerates
GLBufferStateTracker now also supports GL4.GL_QUERY_BUFFER
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/FBObject.java')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/FBObject.java20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/FBObject.java b/src/jogl/classes/com/jogamp/opengl/FBObject.java
index e1ddc9c66..c36727fe4 100644
--- a/src/jogl/classes/com/jogamp/opengl/FBObject.java
+++ b/src/jogl/classes/com/jogamp/opengl/FBObject.java
@@ -1248,7 +1248,7 @@ public class FBObject {
return("FBO missing draw buffer");
case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
return("FBO missing read buffer");
- case GL2ES3.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
return("FBO missing multisample buffer");
case GL3.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
return("FBO missing layer targets");
@@ -1280,7 +1280,7 @@ public class FBObject {
case GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS:
case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
case GL2GL3.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
- case GL2ES3.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
+ case GL.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
case GL3.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
if(0 == colorbufferCount || null == depth) {
// we are in transition
@@ -2500,8 +2500,8 @@ public class FBObject {
if(!bound || fbName != gl.getBoundFramebuffer(GL.GL_FRAMEBUFFER)) {
checkInitialized();
if( fullFBOSupport ) {
- gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer()); // this fb, msaa or normal
- gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, getReadFramebuffer()); // msaa: sampling sink, normal: this fb
+ gl.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer()); // this fb, msaa or normal
+ gl.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, getReadFramebuffer()); // msaa: sampling sink, normal: this fb
} else {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, getWriteFramebuffer()); // normal: read/write
}
@@ -2524,8 +2524,8 @@ public class FBObject {
if(fullFBOSupport) {
// default read/draw buffers, may utilize GLContext/GLDrawable override of
// GLContext.getDefaultDrawFramebuffer() and GLContext.getDefaultReadFramebuffer()
- gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, 0);
- gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0);
} else {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0); // default draw buffer
}
@@ -2594,8 +2594,8 @@ public class FBObject {
if( checkError ) {
checkPreGLError(gl);
}
- gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, fbName); // read from this MSAA fb
- gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer()); // write to sampling sink
+ gl.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, fbName); // read from this MSAA fb
+ gl.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, samplingSink.getWriteFramebuffer()); // write to sampling sink
((GL2ES3)gl).glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, // since MSAA is supported, casting to GL2ES3 is OK
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
if( checkError ) {
@@ -2607,8 +2607,8 @@ public class FBObject {
if(fullFBOSupport) {
// default read/draw buffers, may utilize GLContext/GLDrawable override of
// GLContext.getDefaultDrawFramebuffer() and GLContext.getDefaultReadFramebuffer()
- gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, 0);
- gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0);
+ gl.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0);
} else {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0); // default draw buffer
}