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authorKenneth Russel <[email protected]>2008-05-29 12:30:36 +0000
committerKenneth Russel <[email protected]>2008-05-29 12:30:36 +0000
commitbd41f318c5ef5aa83ba020c3529c971ba6dbc47f (patch)
tree5c4b3163bec08e26424bcd7b40b0868b26cad5d4 /src
parentd2cb0b7d199c2171a51a2ce03211fc5bf0047921 (diff)
Worked around several subtle differences between desktop OpenGL and
OpenGL ES 1, including apparent semantics around the window size when the context is created, and the fact that glColorPointer seems to only accept four-component colors. With the associated bug fixes to the jogl workspace, this demo is now working. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@231 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src')
-rwxr-xr-xsrc/demos/es1/RedSquare.java53
1 files changed, 21 insertions, 32 deletions
diff --git a/src/demos/es1/RedSquare.java b/src/demos/es1/RedSquare.java
index 1b2469b..fb02079 100755
--- a/src/demos/es1/RedSquare.java
+++ b/src/demos/es1/RedSquare.java
@@ -13,6 +13,13 @@ public class RedSquare {
try {
Window window = Window.create();
+ // Size OpenGL to Video Surface
+ int width = 800;
+ int height = 480;
+ if (!window.setFullscreen(true)) {
+ window.setSize(width, height);
+ }
+
// Hook this into EGL
GLDrawableFactory.initialize(GLDrawableFactory.PROFILE_GLES1);
GLDrawableFactory factory = GLDrawableFactory.getFactory();
@@ -36,38 +43,14 @@ public class RedSquare {
System.out.println("Entering initialization");
- // Size OpenGL to Video Surface
- int width = 800;
- int height = 480;
- if (!window.setFullscreen(true)) {
- window.setSize(width, height);
- }
-
- // See how big it got
- width = window.getWidth();
- height = window.getHeight();
-
- System.out.println("calling glViewport()");
- gl.glViewport(0, 0, width, height);
- System.out.println("calling glMatrixMode()");
- gl.glMatrixMode(GL.GL_PROJECTION);
- System.out.println("calling glLoadIdentity()");
- gl.glLoadIdentity();
- System.out.println("calling gluPerspective()");
- glu.gluPerspective(45.0f, (float)width / (float)height, 1.0f, 100.0f);
- System.out.println("calling glMatrixMode()");
- gl.glMatrixMode(GL.GL_MODELVIEW);
-
- System.out.println("Intialized matrices");
-
// Allocate vertex arrays
- FloatBuffer colors = BufferUtil.newFloatBuffer(12);
+ FloatBuffer colors = BufferUtil.newFloatBuffer(16);
FloatBuffer vertices = BufferUtil.newFloatBuffer(12);
// Fill them up
- colors.put(0, 1); colors.put( 1, 0); colors.put( 2, 0);
- colors.put(3, 1); colors.put( 4, 0); colors.put( 5, 0);
- colors.put(6, 1); colors.put( 7, 0); colors.put( 8, 0);
- colors.put(9, 1); colors.put(10, 0); colors.put(11, 0);
+ colors.put( 0, 1); colors.put( 1, 0); colors.put( 2, 0); colors.put( 3, 1);
+ colors.put( 4, 1); colors.put( 5, 0); colors.put( 6, 0); colors.put( 7, 1);
+ colors.put( 8, 1); colors.put( 9, 0); colors.put(10, 0); colors.put(11, 1);
+ colors.put(12, 1); colors.put(13, 0); colors.put(14, 0); colors.put(15, 1);
vertices.put(0, -2); vertices.put( 1, 2); vertices.put( 2, 0);
vertices.put(3, 2); vertices.put( 4, 2); vertices.put( 5, 0);
vertices.put(6, -2); vertices.put( 7, -2); vertices.put( 8, 0);
@@ -76,12 +59,11 @@ public class RedSquare {
gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL.GL_FLOAT, 0, vertices);
gl.glEnableClientState(GL.GL_COLOR_ARRAY);
- gl.glColorPointer(3, GL.GL_FLOAT, 0, colors);
+ gl.glColorPointer(4, GL.GL_FLOAT, 0, colors);
// OpenGL Render Settings
gl.glClearColor(0, 0, 0, 1);
- // gl.glClearDepthf(1.0f);
- // gl.glEnable(GL.GL_DEPTH_TEST);
+ gl.glEnable(GL.GL_DEPTH_TEST);
//----------------------------------------------------------------------
// Code for GLEventListener.display()
@@ -93,6 +75,13 @@ public class RedSquare {
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
// Set location in front of camera
+ width = window.getWidth();
+ height = window.getHeight();
+ gl.glViewport(0, 0, width, height);
+ gl.glMatrixMode(GL.GL_PROJECTION);
+ gl.glLoadIdentity();
+ glu.gluPerspective(45.0f, (float)width / (float)height, 1.0f, 100.0f);
+ gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -10);