Removed invalid constants

This commit is contained in:
codeanticode
2012-03-23 19:52:33 +00:00
parent dd927f62cd
commit e19a0531c9
2 changed files with 18 additions and 20 deletions
+13 -14
View File
@@ -230,9 +230,9 @@ public class PGL {
public static final int GL_LINK_STATUS = GLES20.GL_LINK_STATUS;
public static final int GL_VALIDATE_STATUS = GLES20.GL_VALIDATE_STATUS;
public static final int GL_MULTISAMPLE = 0x809D;
public static final int GL_POINT_SMOOTH = 0x0B10;
public static final int GL_LINE_SMOOTH = 0x0B20;
public static final int GL_MULTISAMPLE = -1;
public static final int GL_POINT_SMOOTH = -1;
public static final int GL_LINE_SMOOTH = -1;
public static final int GL_POLYGON_SMOOTH = -1;
// Some EGL constants needed to initialize an GLES2 context.
@@ -411,10 +411,10 @@ public class PGL {
GLES20.glClearColor(0, 0, 0, 0);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
PGraphicsAndroid3D.screenFramebuffer.glFboID = 0;
} else {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textures[frontTex], 0);
validateFramebuffer();
} else {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textures[frontTex], 0);
validateFramebuffer();
// We need to save the color buffer after finishing with the rendering of this frame,
// to use is as the background for the next frame ("incremental drawing").
@@ -441,9 +441,9 @@ public class PGL {
// We are in the primary surface, and no clear mode, this means that the current
// contents of the front buffer needs to be used in the next frame as the background.
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glClearColor(0, 0, 0, 0);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// Render current front texture to screen.
drawTexture(GLES20.GL_TEXTURE_2D, textures[frontTex], texWidth, texHeight, 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
@@ -1152,7 +1152,6 @@ public class PGL {
public void drawTexture(int target, int id, int width, int height,
int texX0, int texY0, int texX1, int texY1,
int scrX0, int scrY0, int scrX1, int scrY1) {
if (!loadedTexShader) {
texVertShader = createShader(GL_VERTEX_SHADER, texVertShaderSource);
texFragShader = createShader(GL_FRAGMENT_SHADER, texFragShaderSource);
@@ -1172,9 +1171,9 @@ public class PGL {
// depth mask, so the texture remains in the background
// and can be occluded by anything drawn later, even if
// if it is behind it.
boolean[] val = new boolean[1];
glGetBooleanv(GL_DEPTH_WRITEMASK, val, 0);
boolean writeMask = val[0];
boolean[] val = new boolean[1];
glGetBooleanv(GL_DEPTH_WRITEMASK, val, 0);
boolean writeMask = val[0];
glDepthMask(false);
glUseProgram(texShaderProgram);
@@ -1213,7 +1212,7 @@ public class PGL {
texData.put(texCoords);
enableTexturing(target);
glActiveTexture(target);
glActiveTexture(GL_TEXTURE0);
glBindTexture(target, id);
texData.position(0);
@@ -1442,7 +1442,7 @@ public class PGraphicsAndroid3D extends PGraphics {
pgl.glDisable(PGL.GL_MULTISAMPLE);
pgl.glEnable(PGL.GL_POINT_SMOOTH);
pgl.glEnable(PGL.GL_LINE_SMOOTH);
pgl.glEnable(PGL.GL_POLYGON_SMOOTH);
pgl.glEnable(PGL.GL_POLYGON_SMOOTH);
} else {
pgl.glEnable(PGL.GL_MULTISAMPLE);
pgl.glDisable(PGL.GL_POINT_SMOOTH);
@@ -1492,7 +1492,7 @@ public class PGraphicsAndroid3D extends PGraphics {
noLights();
lightFalloff(1, 0, 0);
lightSpecular(0, 0, 0);
// because y is flipped
pgl.glFrontFace(PGL.GL_CW);
@@ -1549,8 +1549,8 @@ public class PGraphicsAndroid3D extends PGraphics {
}
if (primarySurface) {
pgl.endOnscreenDraw(clearColorBuffer0);
pgl.glFlush();
pgl.endOnscreenDraw(clearColorBuffer0);
pgl.glFlush();
} else {
if (offscreenMultisample) {
offscreenFramebufferMultisample.copy(offscreenFramebuffer);
@@ -2298,8 +2298,7 @@ public class PGraphicsAndroid3D extends PGraphics {
shader.setVertexAttribute(glLineVertexBufferID, 3, PGL.GL_FLOAT, 0, 0);
shader.setColorAttribute(glLineColorBufferID, 4, PGL.GL_UNSIGNED_BYTE, 0, 0);
shader.setDirWidthAttribute(glLineDirWidthBufferID, 4, PGL.GL_FLOAT, 0, 0);
report("renderLines: attribs set");
shader.setDirWidthAttribute(glLineDirWidthBufferID, 4, PGL.GL_FLOAT, 0, 0);
pgl.glDrawElements(PGL.GL_TRIANGLES, tessGeo.lineIndexCount, PGL.INDEX_TYPE, 0);