More compile fixes for GCC. Because our openGLWidget is now templatized we need to explicitly use 'this->' to access base members (and the gl...() functions are provided by the base class in Qt). See http://stackoverflow.com/a/15505043
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@ -48,23 +48,23 @@ void OpenGLWidget<QOpenGLFunctionsType>::initializeGL()
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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if(this->glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << this->glGetString(GL_VENDOR) << std::endl;
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if(this->glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << this->glGetString(GL_RENDERER) << std::endl;
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if(this->glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << this->glGetString(GL_VERSION) << std::endl;
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if(this->glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << this->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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this->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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this->glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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this->glEnable(GL_DEPTH_TEST);
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this->glDepthMask(GL_TRUE);
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this->glDepthFunc(GL_LEQUAL);
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this->glDepthRange(0.0, 1.0);
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initialize();
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@ -80,7 +80,7 @@ template <typename QOpenGLFunctionsType>
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void OpenGLWidget<QOpenGLFunctionsType>::resizeGL(int w, int h)
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{
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//Setup the viewport
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glViewport(0, 0, w, h);
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this->glViewport(0, 0, w, h);
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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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@ -142,12 +142,12 @@ void OpenGLWidget<QOpenGLFunctionsType>::paintGL()
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);
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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this->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderOneFrame();
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// Check for errors.
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GLenum errCode = glGetError();
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GLenum errCode = this->glGetError();
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if(errCode != GL_NO_ERROR)
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{
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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