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[fixed] removed references to android.opengl.GLES10. Using our GL10 interface instead...
authorbadlogicgames <badlogicgames@6c4fd544-2939-11df-bb46-9574ba5d0bfa>
Sun, 12 Dec 2010 18:32:00 +0000 (18:32 +0000)
committerbadlogicgames <badlogicgames@6c4fd544-2939-11df-bb46-9574ba5d0bfa>
Sun, 12 Dec 2010 18:32:00 +0000 (18:32 +0000)
backends/gdx-backend-android/src/com/badlogic/gdx/backends/android/AndroidTexture.java

index 4defbc9..520d817 100644 (file)
@@ -19,7 +19,6 @@ import java.nio.IntBuffer;
 import java.util.ArrayList;\r
 \r
 import android.graphics.Bitmap;\r
-import android.opengl.GLES10;\r
 import android.opengl.GLUtils;\r
 import android.util.Log;\r
 \r
@@ -138,23 +137,24 @@ final class AndroidTexture implements Texture {
                Gdx.gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, getTextureWrap(vWrap));\r
        }\r
 \r
-       private int getTextureFilter (TextureFilter filter) {\r
+       private int getTextureFilter (TextureFilter filter) {           \r
+               \r
                if (filter == TextureFilter.Linear)\r
-                       return GLES10.GL_LINEAR;\r
+                       return GL10.GL_LINEAR;\r
                else if (filter == TextureFilter.Nearest)\r
-                       return GLES10.GL_NEAREST;\r
+                       return GL10.GL_NEAREST;\r
                else if (filter == TextureFilter.MipMap)\r
-                       return GLES10.GL_NEAREST_MIPMAP_LINEAR;\r
+                       return GL10.GL_NEAREST_MIPMAP_LINEAR;\r
                else if (filter == TextureFilter.MipMapNearestNearest)\r
-                       return GLES10.GL_NEAREST_MIPMAP_NEAREST;\r
+                       return GL10.GL_NEAREST_MIPMAP_NEAREST;\r
                else if (filter == TextureFilter.MipMapNearestLinear)\r
-                       return GLES10.GL_NEAREST_MIPMAP_LINEAR;\r
+                       return GL10.GL_NEAREST_MIPMAP_LINEAR;\r
                else if (filter == TextureFilter.MipMapLinearNearest)\r
-                       return GLES10.GL_LINEAR_MIPMAP_NEAREST;\r
+                       return GL10.GL_LINEAR_MIPMAP_NEAREST;\r
                else if (filter == TextureFilter.MipMapLinearLinear)\r
-                       return GLES10.GL_LINEAR_MIPMAP_LINEAR;\r
+                       return GL10.GL_LINEAR_MIPMAP_LINEAR;\r
                else\r
-                       return GLES10.GL_LINEAR_MIPMAP_LINEAR;\r
+                       return GL10.GL_LINEAR_MIPMAP_LINEAR;\r
        }\r
 \r
        private int getTextureWrap (TextureWrap wrap) {\r