diff --git a/Fltk/drawContextFltkCairo.cpp b/Fltk/drawContextFltkCairo.cpp index 858693d982d4099048fee764b7b29c38d49006c8..2a1025c4e64474c991fe80a3130d16a88b38cf7e 100644 --- a/Fltk/drawContextFltkCairo.cpp +++ b/Fltk/drawContextFltkCairo.cpp @@ -11,8 +11,8 @@ #include <cairo/cairo.h> // FIXME: hack for current version of mingw -#if defined(WIN32) && !defined(GL_TEXTURE_RECTANGLE_EXT) -#define GL_TEXTURE_RECTANGLE_EXT 0x84F5 +#if defined(WIN32) && !defined(GL_TEXTURE_RECTANGLE_ARB) +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 #endif class drawContextFltkCairo::queueString { @@ -89,15 +89,15 @@ 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_EXT); + glEnable (GL_TEXTURE_RECTANGLE_ARB); 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_EXT, textureId); - glTexImage2D (GL_TEXTURE_RECTANGLE_EXT, 0, GL_ALPHA, + 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)); diff --git a/Fltk/drawContextFltkStringTexture.cpp b/Fltk/drawContextFltkStringTexture.cpp index 6586fd170d61f3a6db56c141dce708b2c3fc28b4..8a2a65c1584b87ae5854b09637273c6cb0647b69 100644 --- a/Fltk/drawContextFltkStringTexture.cpp +++ b/Fltk/drawContextFltkStringTexture.cpp @@ -8,8 +8,8 @@ #include "drawContextFltkStringTexture.h" // FIXME: hack for current version of mingw -#if defined(WIN32) && !defined(GL_TEXTURE_RECTANGLE_EXT) -#define GL_TEXTURE_RECTANGLE_EXT 0x84F5 +#if defined(WIN32) && !defined(GL_TEXTURE_RECTANGLE_ARB) +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 #endif class drawContextFltkStringTexture::queueString { @@ -80,15 +80,15 @@ 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_EXT); + glEnable (GL_TEXTURE_RECTANGLE_ARB); 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_EXT, textureId); - glTexImage2D (GL_TEXTURE_RECTANGLE_EXT, 0, GL_ALPHA, w, h, 0, + glBindTexture (GL_TEXTURE_RECTANGLE_ARB, textureId); + glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 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()));