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-rw-r--r--src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java10
1 files changed, 6 insertions, 4 deletions
diff --git a/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java b/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java
index 902429900..c32270ac4 100644
--- a/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java
+++ b/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java
@@ -37,6 +37,8 @@ import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLException;
import javax.media.opengl.GLUniformData;
+import jogamp.common.os.PlatformPropsImpl;
+
import com.jogamp.common.nio.Buffers;
import com.jogamp.common.os.Platform;
import com.jogamp.oculusvr.OVR;
@@ -163,7 +165,7 @@ public class OVRDistortion {
vboTexCoordsG = null;
vboTexCoordsB = null;
}
- indices = GLArrayDataServer.createData(1, GL2ES2.GL_SHORT, indexCount, GL.GL_STATIC_DRAW, GL.GL_ELEMENT_ARRAY_BUFFER);
+ indices = GLArrayDataServer.createData(1, GL.GL_SHORT, indexCount, GL.GL_STATIC_DRAW, GL.GL_ELEMENT_ARRAY_BUFFER);
// Setup: eyeToSourceUVScale, eyeToSourceUVOffset
{
@@ -356,7 +358,7 @@ public class OVRDistortion {
return "OVRDist[caps 0x"+Integer.toHexString(distortionCaps)+", "+
", tex "+textureSize[0]+"x"+textureSize[1]+
", vignette "+useVignette()+", chromatic "+useChromatic()+", timewarp "+useTimewarp()+
- ", "+Platform.NEWLINE+" "+eyes[0]+", "+Platform.NEWLINE+" "+eyes[1]+"]";
+ ", "+PlatformPropsImpl.NEWLINE+" "+eyes[0]+", "+PlatformPropsImpl.NEWLINE+" "+eyes[1]+"]";
}
public static OVRDistortion create(final OvrHmdContext hmdCtx, final boolean sbsSingleTexture,
@@ -567,7 +569,7 @@ public class OVRDistortion {
eye.updateUniform(gl, sp);
eye.enableVBO(gl, true);
if( usesDistMesh ) {
- gl.glDrawElements(GL.GL_TRIANGLES, eye.indexCount, GL2ES2.GL_UNSIGNED_SHORT, 0);
+ gl.glDrawElements(GL.GL_TRIANGLES, eye.indexCount, GL.GL_UNSIGNED_SHORT, 0);
} else {
gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, eye.vertexCount);
}
@@ -622,7 +624,7 @@ public class OVRDistortion {
eye.updateUniform(gl, sp);
eye.enableVBO(gl, true);
if( usesDistMesh ) {
- gl.glDrawElements(GL.GL_TRIANGLES, eye.indexCount, GL2ES2.GL_UNSIGNED_SHORT, 0);
+ gl.glDrawElements(GL.GL_TRIANGLES, eye.indexCount, GL.GL_UNSIGNED_SHORT, 0);
} else {
gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, eye.vertexCount);
}