nicer gl api

- java class name should suffice as namespace
- also use import static gl instance seems to work now with Gwt
This commit is contained in:
Hannes Janetzek
2014-10-04 06:48:18 +02:00
parent b2008aa086
commit 846d90f9fe
43 changed files with 2839 additions and 1491 deletions

View File

@@ -24,11 +24,11 @@ import java.nio.IntBuffer;
import javax.imageio.ImageIO;
import org.oscim.backend.GL;
import org.oscim.backend.canvas.Bitmap;
import org.oscim.renderer.bucket.TextureBucket;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.utils.BufferUtils;
public class AwtBitmap implements Bitmap {
@@ -77,8 +77,9 @@ public class AwtBitmap implements Bitmap {
public void eraseColor(int transparent) {
}
private final static IntBuffer tmpBuffer = BufferUtils.newIntBuffer(TextureBucket.TEXTURE_HEIGHT
* TextureBucket.TEXTURE_WIDTH);
private final static IntBuffer tmpBuffer = BufferUtils
.newIntBuffer(TextureBucket.TEXTURE_HEIGHT
* TextureBucket.TEXTURE_WIDTH);
private final static int[] tmpPixel = new int[TextureBucket.TEXTURE_HEIGHT
* TextureBucket.TEXTURE_WIDTH];
@@ -128,8 +129,8 @@ public class AwtBitmap implements Bitmap {
buffer.put(pixels, 0, width * height);
buffer.flip();
Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_RGBA, width,
height, 0, GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, buffer);
Gdx.gl20.glTexImage2D(GL.TEXTURE_2D, 0, GL.RGBA, width,
height, 0, GL.RGBA, GL.UNSIGNED_BYTE, buffer);
}
@Override