]> git.tdb.fi Git - libs/gl.git/commitdiff
Remove useless GL:: qualifiers
authorMikko Rasa <tdb@tdb.fi>
Fri, 14 Sep 2012 21:54:48 +0000 (00:54 +0300)
committerMikko Rasa <tdb@tdb.fi>
Fri, 14 Sep 2012 21:54:48 +0000 (00:54 +0300)
AmbientOcclusion was initially developed outside the mspgl tree, and these
were not removed when it was brought in.

source/ambientocclusion.cpp

index de937cf6f359b5b138aaabeec6c0fd4ffeccf4ae..278720cec48fac4903661f4f52010fa99a3b19b1 100644 (file)
@@ -76,16 +76,16 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
        combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
        combine_shader.link();
 
-       occlusion.storage(GL::RGB, w, h);
-       occlusion.set_min_filter(GL::NEAREST);
-       occlusion.set_mag_filter(GL::NEAREST);
+       occlusion.storage(RGB, w, h);
+       occlusion.set_min_filter(NEAREST);
+       occlusion.set_mag_filter(NEAREST);
        fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
 
        combine_texturing.attach(2, occlusion);
 
-       rotate_lookup.storage(GL::RGBA, 4, 4);
-       rotate_lookup.set_min_filter(GL::NEAREST);
-       rotate_lookup.set_mag_filter(GL::NEAREST);
+       rotate_lookup.storage(RGBA, 4, 4);
+       rotate_lookup.set_min_filter(NEAREST);
+       rotate_lookup.set_mag_filter(NEAREST);
        unsigned char data[64];
        for(unsigned i=0; i<16; ++i)
        {
@@ -97,7 +97,7 @@ AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio):
                data[i*3+2] = static_cast<unsigned char>(127-s*127);
                data[i*3+4] = static_cast<unsigned char>(127+c*127);
        }
-       rotate_lookup.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data);
+       rotate_lookup.image(0, RGBA, UNSIGNED_BYTE, data);
 
        occlude_texturing.attach(1, rotate_lookup);
 
@@ -137,15 +137,15 @@ void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth)
        Bind unbind_blend(static_cast<Blend *>(0), true);
 
        {
-               GL::Bind bind_fbo(fbo, true);
-               GL::Bind bind_tex(occlude_texturing);
-               GL::Bind bind_shader(occlude_shader);
+               Bind bind_fbo(fbo, true);
+               Bind bind_tex(occlude_texturing);
+               Bind bind_shader(occlude_shader);
                occlude_shdata.apply();
                quad.draw();
        }
 
-       GL::Bind bind_tex(combine_texturing);
-       GL::Bind bind_shader(combine_shader);
+       Bind bind_tex(combine_texturing);
+       Bind bind_shader(combine_shader);
        combine_shdata.apply();
        quad.draw();
 }