Commit 2ddcde1a authored by Matthew Waters's avatar Matthew Waters 🐨 Committed by Tim-Philipp Müller

gl/examples: update for TEXTURE_2D change

parent 90eefa6e
......@@ -118,35 +118,35 @@ static gboolean drawCallback (void * gl_sink, GLuint texture, GLuint width, GLui
glBegin(GL_QUADS);
// Front Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.3f;
......
......@@ -141,35 +141,35 @@ static gboolean drawCallback (void * gl_sink, GLuint texture, GLuint width, GLui
glBegin(GL_QUADS);
// Front Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.03f;
......
......@@ -143,35 +143,35 @@ static gboolean drawCallback (void * gl_sink, GLuint texture, GLuint width, GLui
glBegin(GL_QUADS);
// Front Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.03f;
......
......@@ -108,43 +108,43 @@ static gboolean drawCallback (void *filter, GLuint width, GLuint height, GLuint
//cube
glBegin(GL_QUADS);
// Front Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
//return TRUE causes a postRedisplay
return FALSE;
//return TRUE because we dealt with the texture
return TRUE;
}
......
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