fix compile errors after libgdx 1.0.0 update

This commit is contained in:
Gered 2014-04-26 22:38:35 -04:00
parent 3ab5002416
commit 6099736875
2 changed files with 4 additions and 4 deletions

View file

@ -6,7 +6,7 @@ apply plugin: "idea"
group = "ca.blarg.gdx" group = "ca.blarg.gdx"
version = "0.1-SNAPSHOT" version = "0.1-SNAPSHOT"
ext.appName = "gdx-tilemap3d" ext.appName = "gdx-tilemap3d"
ext.gdxVersion = "0.9.9" ext.gdxVersion = "1.0.0"
sourceCompatibility = 1.6 sourceCompatibility = 1.6

View file

@ -1,6 +1,6 @@
package ca.blarg.gdx.tilemap3d.tilemesh; package ca.blarg.gdx.tilemap3d.tilemesh;
import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttributes; import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.g3d.Model; import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder; import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder;
@ -50,14 +50,14 @@ public class CollisionShapes {
private static Model buildBox(float ax, float ay, float az, float bx, float by, float bz) { private static Model buildBox(float ax, float ay, float az, float bx, float by, float bz) {
modelBuilder.begin(); modelBuilder.begin();
MeshPartBuilder partBuilder = modelBuilder.part("collisionShape", GL10.GL_TRIANGLES, VertexAttributes.Usage.Position, null); MeshPartBuilder partBuilder = modelBuilder.part("collisionShape", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position, null);
addBoxShape(partBuilder, ax, ay, az, bx, by, bz); addBoxShape(partBuilder, ax, ay, az, bx, by, bz);
return modelBuilder.end(); return modelBuilder.end();
} }
private static Model buildRamp(float ax, float ay, float az, float bx, float by, float bz) { private static Model buildRamp(float ax, float ay, float az, float bx, float by, float bz) {
modelBuilder.begin(); modelBuilder.begin();
MeshPartBuilder partBuilder = modelBuilder.part("collisionShape", GL10.GL_TRIANGLES, VertexAttributes.Usage.Position, null); MeshPartBuilder partBuilder = modelBuilder.part("collisionShape", GL20.GL_TRIANGLES, VertexAttributes.Usage.Position, null);
addRampShape(partBuilder, ax, ay, az, bx, by, bz); addRampShape(partBuilder, ax, ay, az, bx, by, bz);
return modelBuilder.end(); return modelBuilder.end();
} }