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

@@ -1,6 +1,8 @@
package org.oscim.test.gdx.poi3d;
import org.oscim.backend.GL20;
import static org.oscim.backend.GLAdapter.gl;
import org.oscim.backend.GL;
import org.oscim.core.Tile;
import org.oscim.map.Map;
import org.oscim.map.Viewport;
@@ -84,12 +86,12 @@ public class GdxRenderer3D2 extends LayerRenderer {
// GLUtils.checkGlError(">" + TAG);
GL.glDepthMask(true);
gl.depthMask(true);
if (v.pos.zoomLevel < 17)
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
gl.clear(GL.DEPTH_BUFFER_BIT);
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, 0);
// set state that is expected after modelBatch.end();
// modelBatch keeps track of its own state
@@ -99,8 +101,8 @@ public class GdxRenderer3D2 extends LayerRenderer {
GLState.test(false, false);
GLState.blend(false);
// GL.glCullFace(GL20.GL_BACK);
// GL.glFrontFace(GL20.GL_CW);
// GL.cullFace(GL20.BACK);
// GL.frontFace(GL20.CW);
cam.update(v);
long time = System.currentTimeMillis();
@@ -145,9 +147,9 @@ public class GdxRenderer3D2 extends LayerRenderer {
// GLUtils.checkGlError("<" + TAG);
GL.glDepthMask(false);
GL.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
GL.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
gl.depthMask(false);
gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, 0);
gl.bindBuffer(GL.ARRAY_BUFFER, 0);
// GLState.bindTex2D(-1);
// GLState.useProgram(-1);