X-Git-Url: http://nitlanguage.org diff --git a/lib/glesv2/examples/opengles2_hello_triangle.nit b/lib/glesv2/examples/opengles2_hello_triangle.nit index 32663d0..48d49ab 100644 --- a/lib/glesv2/examples/opengles2_hello_triangle.nit +++ b/lib/glesv2/examples/opengles2_hello_triangle.nit @@ -22,7 +22,7 @@ module opengles2_hello_triangle import glesv2 import egl -import mnit_linux # for sdl +import sdl import x11 if "NIT_TESTING".environ == "true" then exit(0) @@ -83,10 +83,8 @@ end var config = configs.first -var format = config.attribs(egl_display).native_visual_id - # TODO android part -# Opengles1Display_midway_init(recv, format); +# Opengles1Display_midway_init(self, format); var surface = egl_display.create_window_surface(config, x11_window_handle, [0]) assert surface.is_ok else print egl_display.error @@ -108,16 +106,16 @@ assert egl_bind_opengl_es_api else print "eglBingAPI failed: {egl_display.error} ## GLESv2 # -print "Can compile shaders? {gl_shader_compiler}" +print "Can compile shaders? {gl.shader_compiler}" assert_no_gl_error -assert gl_shader_compiler else print "Cannot compile shaders" +assert gl.shader_compiler else print "Cannot compile shaders" # gl program -print gl_error.to_s +print gl.error.to_s var program = new GLProgram if not program.is_ok then - print "Program is not ok: {gl_error.to_s}\nLog:" + print "Program is not ok: {gl.error.to_s}\nLog:" print program.info_log abort end @@ -125,27 +123,28 @@ assert_no_gl_error # vertex shader var vertex_shader = new GLVertexShader -assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl_error}" +assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl.error}" vertex_shader.source = """ attribute vec4 vPosition; void main() { gl_Position = vPosition; -} """ +} +""".to_cstring vertex_shader.compile assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}" assert_no_gl_error # fragment shader var fragment_shader = new GLFragmentShader -assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl_error}" +assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl.error}" fragment_shader.source = """ precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } -""" +""".to_cstring fragment_shader.compile assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}" assert_no_gl_error @@ -161,12 +160,12 @@ assert_no_gl_error var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0] var vertex_array = new VertexArray(0, 3, vertices) vertex_array.attrib_pointer -gl_clear_color(0.5, 0.0, 0.5, 1.0) +gl.clear_color(0.5, 0.0, 0.5, 1.0) for i in [0..10000[ do printn "." assert_no_gl_error - gl_viewport(0, 0, width, height) - gl_clear_color_buffer + gl.viewport(0, 0, width, height) + gl.clear((new GLBuffer).color) program.use vertex_array.enable vertex_array.draw_arrays_triangles