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authorKenneth Russel <[email protected]>2007-04-21 02:12:03 +0000
committerKenneth Russel <[email protected]>2007-04-21 02:12:03 +0000
commitf86c85d88597bc227bedf4a4b8ee60e018a76813 (patch)
treebc1db7cd4646f9ba2984f10ee7787545e75151b2 /src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
parentf82d0109c09ad885c1a7cdaed5b99e69188a30ed (diff)
Fixed Issue 296: TextureIO cube map support broken
Fixed code paths supporting cube maps. As a positive side-effect, the VertexProgRefract demo's cube map is now rendered completely correctly; inversion of the positive and negative Y images, and the negative Y scale factor on the texture matrix, are no longer needed, and the seams around the top image are gone. Fixed code relating to automatic mipmap generation in the presence of only GL_ARB_texture_rectangle and not GL_ARB_texture_non_power_of_two. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@211 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java')
-rw-r--r--src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
index fed51e8..50ff3e4 100644
--- a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
+++ b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
@@ -598,7 +598,7 @@ public class HWShadowmapsSimple extends Demo {
gl.glMatrixMode(GL.GL_TEXTURE);
gl.glLoadIdentity();
gl.glTranslatef(.5f, .5f, .5f);
- gl.glScalef(.5f, .5f, .5f);
+ gl.glScalef(.5f, -.5f, .5f);
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL.GL_MODELVIEW);
@@ -645,7 +645,7 @@ public class HWShadowmapsSimple extends Demo {
gl.glMatrixMode(GL.GL_TEXTURE);
gl.glLoadIdentity();
gl.glTranslatef(.5f, .5f, .5f);
- gl.glScalef(.5f, .5f, .5f);
+ gl.glScalef(.5f, -.5f, .5f);
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL.GL_MODELVIEW);