diff --git a/test/tutorial/tut03.cpp b/test/tutorial/tut03.cpp index 40ce31d7..d8d4dcc2 100644 --- a/test/tutorial/tut03.cpp +++ b/test/tutorial/tut03.cpp @@ -405,7 +405,7 @@ public: m_pixeluni = m_shader->GetUniformLocation("in_PixelDelta"); m_ready = true; -#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ +#if !defined __CELLOS_LV2__ && !defined __ANDROID__ /* Method 1: store vertex buffer on the GPU memory */ glGenBuffers(1, &m_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); @@ -415,7 +415,7 @@ public: glBindBuffer(GL_ARRAY_BUFFER, m_tbo); glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW); -#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ +#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ /* Method 2: upload vertex information at each frame */ #else #endif @@ -444,21 +444,9 @@ public: #endif } -/* If other frames are dirty, upload fake data for now */ -if (0) for (int i = 0; i < 4; i++) -{ - if (m_dirty[i]) - { - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i * m_size.y / 2, - m_size.x / 2, m_size.y / 2, - TEXTURE_FORMAT, TEXTURE_TYPE, - m_pixels + m_size.x * m_size.y / 4 * m_frame); - } -} - m_shader->Bind(); m_shader->SetUniform(m_pixeluni, m_pixel_delta); -#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ +#if !defined __CELLOS_LV2__ && !defined __ANDROID__ glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glEnableVertexAttribArray(m_vertexattrib); glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); @@ -466,7 +454,7 @@ if (0) for (int i = 0; i < 4; i++) glBindBuffer(GL_ARRAY_BUFFER, m_tbo); glEnableVertexAttribArray(m_texattrib); glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); -#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ +#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ /* Never used for now */ //glEnableVertexAttribArray(m_vertexattrib); //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices); @@ -479,11 +467,11 @@ if (0) for (int i = 0; i < 4; i++) glDrawArrays(GL_TRIANGLES, 0, 6); -#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ +#if !defined __CELLOS_LV2__ && !defined __ANDROID__ glDisableVertexAttribArray(m_vertexattrib); glDisableVertexAttribArray(m_texattrib); glBindBuffer(GL_ARRAY_BUFFER, 0); -#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ +#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ /* Never used for now */ //glDisableVertexAttribArray(m_vertexattrib); //glDisableVertexAttribArray(m_texattrib); @@ -501,7 +489,7 @@ private: u8vec4 *m_pixels, *m_tmppixels, *m_palette; Shader *m_shader; GLuint m_texid; -#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ +#if !defined __CELLOS_LV2__ && !defined __ANDROID__ GLuint m_vbo, m_tbo; GLuint m_tco; #endif @@ -519,7 +507,7 @@ private: Text *m_centertext, *m_mousetext, *m_zoomtext; }; -int main() +int main(int argc, char **argv) { #if defined _WIN32 _chdir("../..");