diff --git a/examples/common/OpenGLWidget.inl b/examples/common/OpenGLWidget.inl index 6aaabf7f..45ed5fb7 100644 --- a/examples/common/OpenGLWidget.inl +++ b/examples/common/OpenGLWidget.inl @@ -48,23 +48,23 @@ void OpenGLWidget::initializeGL() //Print out some information about the OpenGL implementation. std::cout << "OpenGL Implementation Details:" << std::endl; - if(glGetString(GL_VENDOR)) - std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl; - if(glGetString(GL_RENDERER)) - std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl; - if(glGetString(GL_VERSION)) - std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl; - if(glGetString(GL_SHADING_LANGUAGE_VERSION)) - std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; + if(this->glGetString(GL_VENDOR)) + std::cout << "\tGL_VENDOR: " << this->glGetString(GL_VENDOR) << std::endl; + if(this->glGetString(GL_RENDERER)) + std::cout << "\tGL_RENDERER: " << this->glGetString(GL_RENDERER) << std::endl; + if(this->glGetString(GL_VERSION)) + std::cout << "\tGL_VERSION: " << this->glGetString(GL_VERSION) << std::endl; + if(this->glGetString(GL_SHADING_LANGUAGE_VERSION)) + std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << this->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; //Set up the clear colour - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - glClearDepth(1.0f); + this->glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + this->glClearDepth(1.0f); - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); - glDepthFunc(GL_LEQUAL); - glDepthRange(0.0, 1.0); + this->glEnable(GL_DEPTH_TEST); + this->glDepthMask(GL_TRUE); + this->glDepthFunc(GL_LEQUAL); + this->glDepthRange(0.0, 1.0); initialize(); @@ -80,7 +80,7 @@ template void OpenGLWidget::resizeGL(int w, int h) { //Setup the viewport - glViewport(0, 0, w, h); + this->glViewport(0, 0, w, h); auto aspectRatio = w / (float)h; float zNear = 1.0; @@ -142,12 +142,12 @@ void OpenGLWidget::paintGL() ); //Clear the screen - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + this->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderOneFrame(); // Check for errors. - GLenum errCode = glGetError(); + GLenum errCode = this->glGetError(); if(errCode != GL_NO_ERROR) { std::cerr << "OpenGL Error: " << errCode << std::endl;