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LWJGL implementation of the Caustic rendering library API.
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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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