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gl/examples: update for TEXTURE_2D change
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4 changed files with 74 additions and 74 deletions
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@ -118,35 +118,35 @@ static gboolean drawCallback (void * gl_sink, GLuint texture, GLuint width, GLui
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glBegin(GL_QUADS);
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// Front Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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// Back Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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// Top Face
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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// Bottom Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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// Right face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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// Left Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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xrot+=0.3f;
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@ -141,35 +141,35 @@ static gboolean drawCallback (void * gl_sink, GLuint texture, GLuint width, GLui
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glBegin(GL_QUADS);
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// Front Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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// Back Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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// Top Face
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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// Bottom Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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// Right face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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// Left Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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xrot+=0.03f;
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@ -143,35 +143,35 @@ static gboolean drawCallback (void * gl_sink, GLuint texture, GLuint width, GLui
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glBegin(GL_QUADS);
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// Front Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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// Back Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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// Top Face
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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// Bottom Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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// Right face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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// Left Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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xrot+=0.03f;
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@ -108,43 +108,43 @@ static gboolean drawCallback (void *filter, GLuint width, GLuint height, GLuint
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//cube
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glBegin(GL_QUADS);
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// Front Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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// Back Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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// Top Face
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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// Bottom Face
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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// Right face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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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;
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue