X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=init.cpp;h=554aa240574a665b005a7fde6a215b729e5a382b;hp=0957a11fc2077386bff4cb9ea4320cad36c58709;hb=5dfd8dfbd444210f9c9e3a0baf5c82b49e76e7ff;hpb=a7bc6c9c002f26b0bb781a3475774eba5dab6acf diff --git a/init.cpp b/init.cpp index 0957a11..554aa24 100644 --- a/init.cpp +++ b/init.cpp @@ -58,13 +58,13 @@ void measure_texel_subpixel_precision() 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. @@ -81,7 +81,7 @@ void measure_texel_subpixel_precision() 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. @@ -136,7 +136,7 @@ void measure_texel_subpixel_precision() 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(); @@ -189,13 +189,13 @@ void measure_roundoff_problems() } 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. @@ -212,7 +212,7 @@ void measure_roundoff_problems() 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[] = { @@ -265,7 +265,7 @@ void measure_roundoff_problems() 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();