temporary work - don't use this yet

This commit is contained in:
Caspian Rychlik-Prince 2004-02-23 16:30:48 +00:00
parent f49def260e
commit 5a8267a1e2
8 changed files with 262 additions and 276 deletions

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@ -1,215 +0,0 @@
/*
* Copyright (c) 2002 Lightweight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Light Weight Java Game Library' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.lwjgl.opengl;
import java.lang.reflect.Field;
import java.lang.reflect.Modifier;
import java.util.HashMap;
import java.util.Iterator;
import java.util.Set;
import org.lwjgl.Sys;
/**
* $Id$
* <p/>
* A static class describing all supported GL capabilities.
*
* @author elias_naur <elias_naur@users.sourceforge.net>
* @version $Revision$
*/
public final class GLCaps {
/*
* Available extensions
*/
public static boolean GL_ARB_imaging;
public static boolean GL_ARB_depth_texture;
public static boolean GL_ARB_fragment_program;
public static boolean GL_ARB_fragment_shader;
public static boolean GL_ARB_matrix_palette;
public static boolean GL_ARB_multisample;
public static boolean GL_ARB_multitexture;
public static boolean GL_ARB_occlusion_query;
public static boolean GL_ARB_point_parameters;
public static boolean GL_ARB_point_sprite;
public static boolean GL_ARB_shading_language;
public static boolean GL_ARB_shader_objects;
public static boolean GL_ARB_shadow;
public static boolean GL_ARB_shadow_ambient;
public static boolean GL_ARB_texture_compression;
public static boolean GL_ARB_texture_env_add;
public static boolean GL_ARB_texture_env_dot3;
public static boolean GL_ARB_texture_env_combine;
public static boolean GL_ARB_texture_env_crossbar;
public static boolean GL_ARB_texture_border_clamp;
public static boolean GL_ARB_texture_cube_map;
public static boolean GL_ARB_texture_mirrored_repeat;
public static boolean GL_ARB_texture_non_power_of_two;
public static boolean GL_ARB_transpose_matrix;
public static boolean GL_ARB_vertex_blend;
public static boolean GL_ARB_vertex_program;
public static boolean GL_ARB_vertex_buffer_object;
public static boolean GL_ARB_vertex_shader;
public static boolean GL_ARB_window_pos;
public static boolean GL_EXT_abgr;
public static boolean GL_EXT_bgra;
public static boolean GL_EXT_blend_function_separate;
public static boolean GL_EXT_blend_subtract;
public static boolean GL_EXT_compiled_vertex_array;
public static boolean GL_EXT_draw_range_elements;
public static boolean GL_EXT_multi_draw_arrays;
public static boolean GL_EXT_fog_coord;
public static boolean GL_EXT_packed_pixels;
public static boolean GL_EXT_point_parameters;
public static boolean GL_EXT_rescale_normal;
public static boolean GL_EXT_secondary_color;
public static boolean GL_EXT_separate_specular_color;
public static boolean GL_EXT_shadow_funcs;
public static boolean GL_EXT_shared_texture_palette;
public static boolean GL_EXT_stencil_two_side;
public static boolean GL_EXT_stencil_wrap;
public static boolean GL_EXT_texture_compression_s3tc;
public static boolean GL_EXT_texture_env_combine;
public static boolean GL_EXT_texture_env_dot3;
public static boolean GL_EXT_texture_filter_anisotropic;
public static boolean GL_EXT_texture_lod_bias;
public static boolean GL_EXT_texture_rectangle;
public static boolean GL_EXT_vertex_shader;
public static boolean GL_EXT_vertex_weighting;
public static boolean GL_ATI_draw_buffers;
public static boolean GL_ATI_element_array;
public static boolean GL_ATI_envmap_bumpmap;
public static boolean GL_ATI_fragment_shader;
public static boolean GL_ATI_map_object_buffer;
public static boolean GL_ATI_pn_triangles;
public static boolean GL_ATI_texture_float;
public static boolean GL_ATI_texture_mirror_once;
public static boolean GL_ATI_vertex_array_object;
public static boolean GL_ATI_vertex_attrib_array_object;
public static boolean GL_ATI_vertex_streams;
public static boolean GL_ATI_separate_stencil;
public static boolean GL_ATIX_point_sprites;
public static boolean GL_ATIX_texture_env_route;
public static boolean GL_NV_blend_square;
public static boolean GL_NV_copy_depth_to_color;
public static boolean GL_NV_depth_clamp;
public static boolean GL_NV_evaluators;
public static boolean GL_NV_fence;
public static boolean GL_NV_fragment_program;
public static boolean GL_NV_float_buffer;
public static boolean GL_NV_fog_distance;
public static boolean GL_NV_half_float;
public static boolean GL_NV_light_max_exponent;
public static boolean GL_NV_multisample_filter_hint;
public static boolean GL_NV_occlusion_query;
public static boolean GL_NV_packed_depth_stencil;
public static boolean GL_NV_pixel_data_range;
public static boolean GL_NV_point_sprite;
public static boolean GL_NV_primitive_restart;
public static boolean GL_NV_register_combiners;
public static boolean GL_NV_register_combiners2;
public static boolean GL_NV_texgen_reflection;
public static boolean GL_NV_texture_compression_vtc;
public static boolean GL_NV_texture_env_combine4;
public static boolean GL_NV_texture_expand_normal;
public static boolean GL_NV_texture_rectangle;
public static boolean GL_NV_texture_shader;
public static boolean GL_NV_texture_shader2;
public static boolean GL_NV_texture_shader3;
public static boolean GL_NV_vertex_array_range;
public static boolean GL_NV_vertex_array_range2;
public static boolean GL_NV_vertex_program;
public static boolean GL_NV_vertex_program1_1;
public static boolean GL_NV_vertex_program2;
public static boolean OpenGL11;
public static boolean OpenGL12;
public static boolean OpenGL13;
public static boolean OpenGL14;
public static boolean OpenGL15;
static {
System.loadLibrary(Sys.getLibraryName());
}
private static void setExtensionFields(Set exts, HashMap field_map) {
Sys.log("Available extensions:");
Iterator it = exts.iterator();
while ( it.hasNext() ) {
String ext = (String)it.next();
Sys.log(ext);
Field f = (Field)field_map.get(ext);
if ( f != null ) {
try {
f.setBoolean(GLCaps.class, true);
} catch (IllegalAccessException e) {
e.printStackTrace(System.err);
}
}
}
}
/**
* Determine which extensions are available. Use this to initialize capability fields. Can only be
* called _after_ a GLWindow or Pbuffer has been created (or a context from some other GL library).
* Using LWJGL, this method is called automatically for you when the LWJGL Window is created and there
* is no need to call it yourself.
*
* @param exts A Set of OpenGL extension string names
*/
public static void determineAvailableExtensions(Set exts) {
// Grab all the public static booleans out of this class
Field[] fields = GLCaps.class.getDeclaredFields();
HashMap map = new HashMap(fields.length);
for ( int i = 0; i < fields.length; i++ ) {
if ( Modifier.isStatic(fields[i].getModifiers()) && fields[i].getType() == boolean.class ) {
map.put(fields[i].getName(), fields[i]);
// reset fields
try {
fields[i].setBoolean(GLCaps.class, false);
} catch (IllegalAccessException e) {
e.printStackTrace(System.err);
}
}
}
setExtensionFields(exts, map);
}
}

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@ -1,56 +1,274 @@
/*
* Copyright (c) 2003 Shaven Puppy Ltd
/*
* Copyright (c) 2002 Lightweight Java Game Library Project
* All rights reserved.
*
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Shaven Puppy' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* * Neither the name of 'Light Weight Java Game Library' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.lwjgl.opengl;
import java.lang.ref.WeakReference;
import java.lang.reflect.Field;
import java.lang.reflect.Modifier;
import java.util.HashMap;
import java.util.Iterator;
import java.util.Map;
import java.util.Set;
import org.lwjgl.Sys;
/**
* The interface for cross-API cross-platform GL contexts.
* $Id$
* <p/>
* Manages GL contexts. Before any rendering is done by a LWJGL system, a call should be made to
* GLContext.setContext() with a context. This will ensure that GLContext has an accurate reflection
* of the current context's capabilities and function pointers.
*
* @author elias_naur <elias_naur@users.sourceforge.net>
* @version $Revision$
*/
public interface GLContext {
public final class GLContext {
/** The currently initialised context */
private static WeakReference currentContext;
/** A map of WeakReferences to contexts to LWJGL pointers-to-extension-structs */
private static final Map contextMap = new HashMap();
/*
* Available extensions
*/
public static boolean GL_ARB_imaging;
public static boolean GL_ARB_depth_texture;
public static boolean GL_ARB_fragment_program;
public static boolean GL_ARB_fragment_shader;
public static boolean GL_ARB_matrix_palette;
public static boolean GL_ARB_multisample;
public static boolean GL_ARB_multitexture;
public static boolean GL_ARB_occlusion_query;
public static boolean GL_ARB_point_parameters;
public static boolean GL_ARB_point_sprite;
public static boolean GL_ARB_shading_language;
public static boolean GL_ARB_shader_objects;
public static boolean GL_ARB_shadow;
public static boolean GL_ARB_shadow_ambient;
public static boolean GL_ARB_texture_compression;
public static boolean GL_ARB_texture_env_add;
public static boolean GL_ARB_texture_env_dot3;
public static boolean GL_ARB_texture_env_combine;
public static boolean GL_ARB_texture_env_crossbar;
public static boolean GL_ARB_texture_border_clamp;
public static boolean GL_ARB_texture_cube_map;
public static boolean GL_ARB_texture_mirrored_repeat;
public static boolean GL_ARB_texture_non_power_of_two;
public static boolean GL_ARB_transpose_matrix;
public static boolean GL_ARB_vertex_blend;
public static boolean GL_ARB_vertex_program;
public static boolean GL_ARB_vertex_buffer_object;
public static boolean GL_ARB_vertex_shader;
public static boolean GL_ARB_window_pos;
public static boolean GL_EXT_abgr;
public static boolean GL_EXT_bgra;
public static boolean GL_EXT_blend_function_separate;
public static boolean GL_EXT_blend_subtract;
public static boolean GL_EXT_compiled_vertex_array;
public static boolean GL_EXT_draw_range_elements;
public static boolean GL_EXT_multi_draw_arrays;
public static boolean GL_EXT_fog_coord;
public static boolean GL_EXT_packed_pixels;
public static boolean GL_EXT_point_parameters;
public static boolean GL_EXT_rescale_normal;
public static boolean GL_EXT_secondary_color;
public static boolean GL_EXT_separate_specular_color;
public static boolean GL_EXT_shadow_funcs;
public static boolean GL_EXT_shared_texture_palette;
public static boolean GL_EXT_stencil_two_side;
public static boolean GL_EXT_stencil_wrap;
public static boolean GL_EXT_texture_compression_s3tc;
public static boolean GL_EXT_texture_env_combine;
public static boolean GL_EXT_texture_env_dot3;
public static boolean GL_EXT_texture_filter_anisotropic;
public static boolean GL_EXT_texture_lod_bias;
public static boolean GL_EXT_texture_rectangle;
public static boolean GL_EXT_vertex_shader;
public static boolean GL_EXT_vertex_weighting;
public static boolean GL_ATI_draw_buffers;
public static boolean GL_ATI_element_array;
public static boolean GL_ATI_envmap_bumpmap;
public static boolean GL_ATI_fragment_shader;
public static boolean GL_ATI_map_object_buffer;
public static boolean GL_ATI_pn_triangles;
public static boolean GL_ATI_texture_float;
public static boolean GL_ATI_texture_mirror_once;
public static boolean GL_ATI_vertex_array_object;
public static boolean GL_ATI_vertex_attrib_array_object;
public static boolean GL_ATI_vertex_streams;
public static boolean GL_ATI_separate_stencil;
public static boolean GL_ATIX_point_sprites;
public static boolean GL_ATIX_texture_env_route;
public static boolean GL_NV_blend_square;
public static boolean GL_NV_copy_depth_to_color;
public static boolean GL_NV_depth_clamp;
public static boolean GL_NV_evaluators;
public static boolean GL_NV_fence;
public static boolean GL_NV_fragment_program;
public static boolean GL_NV_float_buffer;
public static boolean GL_NV_fog_distance;
public static boolean GL_NV_half_float;
public static boolean GL_NV_light_max_exponent;
public static boolean GL_NV_multisample_filter_hint;
public static boolean GL_NV_occlusion_query;
public static boolean GL_NV_packed_depth_stencil;
public static boolean GL_NV_pixel_data_range;
public static boolean GL_NV_point_sprite;
public static boolean GL_NV_primitive_restart;
public static boolean GL_NV_register_combiners;
public static boolean GL_NV_register_combiners2;
public static boolean GL_NV_texgen_reflection;
public static boolean GL_NV_texture_compression_vtc;
public static boolean GL_NV_texture_env_combine4;
public static boolean GL_NV_texture_expand_normal;
public static boolean GL_NV_texture_rectangle;
public static boolean GL_NV_texture_shader;
public static boolean GL_NV_texture_shader2;
public static boolean GL_NV_texture_shader3;
public static boolean GL_NV_vertex_array_range;
public static boolean GL_NV_vertex_array_range2;
public static boolean GL_NV_vertex_program;
public static boolean GL_NV_vertex_program1_1;
public static boolean GL_NV_vertex_program2;
public static boolean OpenGL11;
public static boolean OpenGL12;
public static boolean OpenGL13;
public static boolean OpenGL14;
public static boolean OpenGL15;
static {
System.loadLibrary(Sys.getLibraryName());
}
private static void setExtensionFields(Set exts, HashMap field_map) {
Sys.log("Available extensions:");
Iterator it = exts.iterator();
while ( it.hasNext() ) {
String ext = (String)it.next();
Sys.log(ext);
Field f = (Field)field_map.get(ext);
if ( f != null ) {
try {
f.setBoolean(GLContext.class, true);
} catch (IllegalAccessException e) {
e.printStackTrace(System.err);
}
}
}
}
/**
* Determine which extensions are available. Use this to initialize capability fields. Can only be
* called _after_ a GLWindow or Pbuffer has been created (or a context from some other GL library).
* Using LWJGL, this method is called automatically for you when the LWJGL Window is created and there
* is no need to call it yourself.
*
* @param exts A Set of OpenGL extension string names
*/
public static void determineAvailableExtensions(Set exts) {
// Grab all the public static booleans out of this class
Field[] fields = GLContext.class.getDeclaredFields();
HashMap map = new HashMap(fields.length);
for ( int i = 0; i < fields.length; i++ ) {
if ( Modifier.isStatic(fields[i].getModifiers()) && fields[i].getType() == boolean.class ) {
map.put(fields[i].getName(), fields[i]);
// reset fields
try {
fields[i].setBoolean(GLContext.class, false);
} catch (IllegalAccessException e) {
e.printStackTrace(System.err);
}
}
}
setExtensionFields(exts, map);
}
/**
* Make this context the current rendering context for the current Thread.
* Makes a GL context the current context. This method does not make the context current though!
* Instead it simply ensures that the current context is reflected accurately by GLContext's
* extension caps and function pointers.
* <p>If the context is the same as last time, then this is a no-op.
* <p>If the context has not been encountered before it will be fully initialized from scratch.
* Otherwise a cached set of caps and function pointers will be used.
* <p>The reference to the context is held in a weak reference; therefore if no strong reference
* exists to the GL context it will automatically be forgotten by the VM at an indeterminate point
* in the future, freeing up a little RAM.
* @param context The context object, which uniquely identifies a GL context
*/
public void makeCurrent();
public static synchronized void setContext(Object context) {
// Is this the same as last time?
Object current = currentContext == null ? null : currentContext.get();
if (current == context) {
// Yes, so we don't need to do anything. Our caps and function pointers are still valid.
return;
}
// Ok, now it's the current context.
currentContext = new WeakReference(context);
// Look in the context map to see if we've encountered this context before
Integer encountered = (Integer) contextMap.get(currentContext);
if (encountered != null) {
reinit(encountered.intValue());
} else {
contextMap.put(currentContext, new Integer(init()));
}
// Now determine the available extensions
}
/**
* Get the width of the context in pixels
* @return int
* Native method to initialize a context from scratch or load its function pointers from a
* cache.
* @return a LWJGL context-index-pointer
*/
public int getWidth();
private static native int init();
/**
* Get the height of the context in pixels
* @return int
* Native method to re-initialize a context.
* @param context Hash code of the context object
*/
public int getHeight();
private static native int reinit(int context);
}

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@ -47,7 +47,7 @@ import org.lwjgl.Sys;
* @author elias_naur <elias_naur@users.sourceforge.net>
* @version $Revision$
*/
public final class Pbuffer implements GLContext {
public final class Pbuffer {
public static final int PBUFFER_SUPPORTED = 1;

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@ -71,7 +71,7 @@ class VBOTracker {
* VBO tracker.
* @param context
*/
static synchronized void setCurrent(GLContext context) {
static synchronized void setCurrent(Object context) {
current_tracker = (VBOTracker) contextToTracker.get(context);
if (current_tracker == null) {
current_tracker = new VBOTracker();
@ -83,7 +83,7 @@ class VBOTracker {
* Remove a context when it is about to be destroyed.
* @param context
*/
static synchronized void remove(GLContext context) {
static synchronized void remove(Object context) {
contextToTracker.remove(context);
if (current_tracker == context) {
current_tracker = null;

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@ -85,24 +85,8 @@ public final class Window {
/** Tracks VBO state for the window context */
private static VBOTracker vbo_tracker;
/** Context: delegates calls to Window */
private static class Context implements GLContext {
public void makeCurrent() {
Window.makeCurrent();
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
}
/** A unique context object, so we can track different contexts between creates() and destroys() */
private static Context context;
private static Window context;
/**
* Only constructed by ourselves
@ -114,7 +98,7 @@ public final class Window {
* @return the width of the window
*/
public static int getWidth() {
assert isCreated() : "Cannot get width on uncreated window";
assert isCreated() : "Cannot get width on uncreated window";
return width;
}
@ -122,7 +106,7 @@ public final class Window {
* @return the height of the window
*/
public static int getHeight() {
assert isCreated() : "Cannot get height on uncreated window";
assert isCreated() : "Cannot get height on uncreated window";
return height;
}
@ -130,7 +114,7 @@ public final class Window {
* @return the title of the window
*/
public static String getTitle() {
assert isCreated() : "Cannot get title on uncreated window";
assert isCreated() : "Cannot get title on uncreated window";
return title;
}
@ -241,7 +225,7 @@ public final class Window {
public static synchronized void makeCurrent() {
assert isCreated() : "No window has been created.";
nMakeCurrent();
VBOTracker.setCurrent(context);
GLContext.setContext(context);
}
/**
@ -331,9 +315,9 @@ public final class Window {
private static void createWindow(int bpp, int alpha, int depth, int stencil, int samples) throws Exception {
HashSet extensions = new HashSet();
nCreate(title, x, y, width, height, fullscreen, bpp, alpha, depth, stencil, samples, extensions);
context = new Context();
context.makeCurrent();
GLCaps.determineAvailableExtensions(extensions);
context = new Window();
makeCurrent();
GLContext.determineAvailableExtensions(extensions);
}
/**
@ -346,14 +330,13 @@ public final class Window {
}
makeCurrent();
nDestroy();
VBOTracker.remove(context);
context = null;
}
/**
* @return the unique Window context (or null, if the Window has not been created)
*/
public static GLContext getContext() {
public static Object getContext() {
return context;
}

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@ -54,7 +54,7 @@ import org.lwjgl.DisplayMode;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLCaps;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.opengl.NVVertexProgram;
import org.lwjgl.opengl.Window;
import org.lwjgl.opengl.glu.GLU;
@ -139,7 +139,7 @@ public class Grass {
public static void main(String[] args) {
ByteBuffer byte_buf = ByteBuffer.allocateDirect(4);
byte_buf.order(ByteOrder.nativeOrder());
System.out.println("Vertex program supported: " + GLCaps.GL_NV_vertex_program);
System.out.println("Vertex program supported: " + GLContext.GL_NV_vertex_program);
NVVertexProgram.glGenProgramsNV(byte_buf.asIntBuffer());
IntBuffer int_buf = byte_buf.asIntBuffer();
if (int_buf.get(0) == 0)

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@ -53,7 +53,7 @@ import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.ARBVertexBufferObject;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLCaps;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.opengl.Window;
import org.lwjgl.opengl.glu.GLU;
@ -206,7 +206,7 @@ public final class VBOIndexTest {
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
if (!GLCaps.GL_ARB_vertex_buffer_object) {
if (!GLContext.GL_ARB_vertex_buffer_object) {
System.out.println("ARB VBO not supported!");
System.exit(1);
}

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@ -53,7 +53,7 @@ import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.ARBVertexBufferObject;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLCaps;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.opengl.Window;
import org.lwjgl.opengl.glu.GLU;
@ -189,7 +189,7 @@ public final class VBOTest {
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
if (!GLCaps.GL_ARB_vertex_buffer_object) {
if (!GLContext.GL_ARB_vertex_buffer_object) {
System.out.println("ARB VBO not supported!");
System.exit(1);
}