for(unsigned i=0; i<segments; ++i)
{
- builder.begin(GL::TRIANGLE_STRIP);
+ builder.begin(TRIANGLE_STRIP);
builder.element(0);
for(unsigned j=0; j+1<rings; ++j)
{
// Keep the base point stationary
Vector3 base = arm_link.get_base();
Vector3 new_base = links[i].local_matrix*base;
- links[i].local_matrix = GL::Matrix::translation(base-new_base)*links[i].local_matrix;
+ links[i].local_matrix = Matrix::translation(base-new_base)*links[i].local_matrix;
if(const Armature::Link *parent = arm_link.get_parent())
links[i].matrix = links[parent->get_index()].matrix*links[i].local_matrix;
if(RefPtr<IO::Seekable> io = open_from_sources(name))
{
- RefPtr<GL::Mesh> mesh = new GL::Mesh(resource_manager);
+ RefPtr<Mesh> mesh = new Mesh(resource_manager);
resource_manager->set_resource_location(*mesh, *this, name);
return mesh.release();
}
if(!resource_manager)
image.load_io(*io);
- RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
+ RefPtr<Texture2D> tex = new Texture2D(resource_manager);
if(is_mipmapped(default_tex_filter))
{
namespace Msp {
namespace GL {
-RenderPass &Technique::add_pass(const GL::Tag &tag)
+RenderPass &Technique::add_pass(const Tag &tag)
{
return insert_unique(passes, tag, RenderPass())->second;
}
-bool Technique::has_pass(const GL::Tag &tag) const
+bool Technique::has_pass(const Tag &tag) const
{
return passes.count(tag);
}
-const RenderPass &Technique::get_pass(const GL::Tag &tag) const
+const RenderPass &Technique::get_pass(const Tag &tag) const
{
return get_item(passes, tag);
}
PassMap passes;
public:
- RenderPass &add_pass(const GL::Tag &);
- bool has_pass(const GL::Tag &) const;
- const RenderPass &get_pass(const GL::Tag &) const;
+ RenderPass &add_pass(const Tag &);
+ bool has_pass(const Tag &) const;
+ const RenderPass &get_pass(const Tag &) const;
const PassMap &get_passes() const { return passes; }
void replace_texture(const std::string &, const Texture &);
bool has_shaders() const;
{
clear();
width = font.get_string_width(text, dec);
- GL::MeshBuilder bld(mesh);
+ MeshBuilder bld(mesh);
bld.matrix() *= Matrix::translation(Vector3(-horz_align*width, vert_offset, 0.0f));
font.build_string(text, dec, bld);
}