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/*
 * This file is part of Caustic LWJGL, licensed under the MIT License (MIT).
 *
 * Copyright (c) 2013 Flow Powered 
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package com.flowpowered.caustic.lwjgl.gl32;

import org.lwjgl.opengl.ContextAttribs;

import com.flowpowered.caustic.api.gl.VertexArray;
import com.flowpowered.caustic.lwjgl.gl30.GL30Context;
import com.flowpowered.caustic.lwjgl.gl30.GL30VertexArray;

/**
 * An OpenGL 3.2 implementation of {@link com.flowpowered.caustic.api.gl.Context}.
 *
 * @see com.flowpowered.caustic.api.gl.Context
 */
public class GL32Context extends GL30Context {
    @Override
    protected ContextAttribs createContextAttributes() {
        ContextAttribs contextAttribs = new ContextAttribs(3, 2);
        if (org.lwjgl.LWJGLUtil.getPlatform() == org.lwjgl.LWJGLUtil.PLATFORM_MACOSX) {
            contextAttribs = contextAttribs.withProfileCore(true);
        }
        return contextAttribs;
    }

    @Override
    public VertexArray newVertexArray() {
        return new GL30VertexArray();
    }

    @Override
    public GLVersion getGLVersion() {
        return GLVersion.GL32;
    }
}




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