diff options
author | Sven Gothel <[email protected]> | 2015-03-06 10:03:59 +0100 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2015-03-06 10:03:59 +0100 |
commit | 23f7addf6eefde27efe7e47c320ad31b7f81dc2c (patch) | |
tree | 354c1cb7a88f82ad36b4856b05c2eb01e9923c7a /src/jogl/classes/com/jogamp/opengl/FBObject.java | |
parent | 27ebb38b9ffd3cc8f4ee3b97509b0f32ef2680aa (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.java | 20 |
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 } |