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From: Ioannis T. <sp...@us...> - 2004-09-28 13:45:21
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Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv9985 Added Files: EXTCgShader.java Log Message: Added EXT_Cg_shader constants --- NEW FILE: EXTCgShader.java --- /* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.opengl; public final class EXTCgShader { /** * You can pass GL_CG_VERTEX_SHADER_EXT to glCreateShaderARB instead of GL_VERTEX_SHADER_ARB to create a vertex shader object * that will parse and compile its shader source with the Cg compiler front-end rather than the GLSL front-end. Likewise, you * can pass GL_CG_FRAGMENT_SHADER_EXT to glCreateShaderARB instead of GL_FRAGMENT_SHADER_ARB to create a fragment shader object * that will parse and compile its shader source with the Cg front-end rather than the GLSL front-end. */ public static final int GL_CG_VERTEX_SHADER_EXT = 0x890E; public static final int GL_CG_FRAGMENT_SHADER_EXT = 0x890F; private EXTCgShader() { } } |