float texdata[] = { 0, 1 };
glGenTextures(1, &src_texnum);
check_error();
- glBindTexture(GL_TEXTURE_1D, src_texnum);
+ glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage1D(GL_TEXTURE_1D, 0, GL_R16F, 2, 0, GL_RED, GL_FLOAT, texdata);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 2, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
read_file("vs.vert"), read_file("texture1d.frag"));
glUseProgram(glsl_program_num);
check_error();
- glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 1D sampler.
+ glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
check_error();
// Draw the texture stretched over a long quad, interpolating it out.
movit_texel_subpixel_precision = biggest_jump;
// Clean up.
- glBindTexture(GL_TEXTURE_1D, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
}
glGenTextures(1, &src_texnum);
check_error();
- glBindTexture(GL_TEXTURE_1D, src_texnum);
+ glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage1D(GL_TEXTURE_1D, 0, GL_R32F, 512, 0, GL_RED, GL_FLOAT, texdata);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
read_file("vs.vert"), read_file("texture1d.frag"));
glUseProgram(glsl_program_num);
check_error();
- glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 1D sampler.
+ glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
// Draw the texture stretched over a long quad, interpolating it out.
float vertices[] = {
movit_num_wrongly_rounded = wrongly_rounded;
// Clean up.
- glBindTexture(GL_TEXTURE_1D, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();