diff --git a/Fltk/drawContextFltkCairo.cpp b/Fltk/drawContextFltkCairo.cpp index b796296f0b4848a6fae99a719c069b2f575691d0..177356fe7a403ad039d43f826bd0666f0b5f60b9 100644 --- a/Fltk/drawContextFltkCairo.cpp +++ b/Fltk/drawContextFltkCairo.cpp @@ -32,7 +32,7 @@ class drawContextFltkCairo::queueString { _totalWidth = 0; _maxHeight = 0; } - + ~queueString() { for(std::vector<element>::iterator it = _elements.begin(); it != _elements.end(); ++it) { @@ -84,16 +84,18 @@ class drawContextFltkCairo::queueString { glScalef (2.0f / winw, 2.0f / winh, 1.0f); glTranslatef (-winw / 2.0f, -winh / 2.0f, 0.0f); //write the texture on screen - glEnable (GL_TEXTURE_RECTANGLE_ARB); + glEnable (GL_TEXTURE_RECTANGLE_EXT); glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_COLOR_BUFFER_BIT); glDisable(GL_LIGHTING); glDisable (GL_DEPTH_TEST); glEnable (GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glGenTextures (1, &textureId); - glBindTexture (GL_TEXTURE_RECTANGLE_ARB, textureId); - glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_ALPHA, cairo_image_surface_get_width(surface), cairo_image_surface_get_height(surface), 0, - GL_ALPHA, GL_UNSIGNED_BYTE, cairo_image_surface_get_data(surface)); + glBindTexture (GL_TEXTURE_RECTANGLE_EXT, textureId); + glTexImage2D (GL_TEXTURE_RECTANGLE_EXT, 0, GL_ALPHA, + cairo_image_surface_get_width(surface), + cairo_image_surface_get_height(surface), 0, + GL_ALPHA, GL_UNSIGNED_BYTE, cairo_image_surface_get_data(surface)); //glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_SRC0_ALPHA); //printf("error %i %s\n", __LINE__, gluErrorString(glGetError())); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); diff --git a/Fltk/drawContextFltkStringTexture.cpp b/Fltk/drawContextFltkStringTexture.cpp index 1e3210f14388a785703bacca4c8627d5f261694d..632d5c605f019dda4d0923f172b7e892cb13d724 100644 --- a/Fltk/drawContextFltkStringTexture.cpp +++ b/Fltk/drawContextFltkStringTexture.cpp @@ -75,15 +75,15 @@ class drawContextFltkStringTexture::queueString { glScalef (2.0f / winw, 2.0f / winh, 1.0f); glTranslatef (-winw / 2.0f, -winh / 2.0f, 0.0f); //write the texture on screen - glEnable (GL_TEXTURE_RECTANGLE_ARB); + glEnable (GL_TEXTURE_RECTANGLE_EXT); glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_COLOR_BUFFER_BIT); glDisable(GL_LIGHTING); glDisable (GL_DEPTH_TEST); glEnable (GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glGenTextures (1, &textureId); - glBindTexture (GL_TEXTURE_RECTANGLE_ARB, textureId); - glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_ALPHA, w, h, 0, + glBindTexture (GL_TEXTURE_RECTANGLE_EXT, textureId); + glTexImage2D (GL_TEXTURE_RECTANGLE_EXT, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data); //glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_SRC0_ALPHA); //printf("error %i %s\n", __LINE__, gluErrorString(glGetError()));