glDisable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
- glEnable( GL_VERTEX_ARRAY );
- glEnable( GL_COLOR_ARRAY );
+ glEnableClientState( GL_VERTEX_ARRAY );
+ glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vert );
glColorPointer( 3, GL_FLOAT, 0, col );
glDrawArrays( GL_POLYGON, 0, 4 );
- glDisable( GL_COLOR_ARRAY );
- glDisable( GL_VERTEX_ARRAY );
+ glDisableClientState( GL_COLOR_ARRAY );
+ glDisableClientState( GL_VERTEX_ARRAY );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
angle += 2.0;
draw();
+
+ glXSwapBuffers(dpy, win);
+
if ( get_frame_usage != NULL ) {
GLfloat temp;
frame_usage += temp;
}
- glXSwapBuffers(dpy, win);
-
/* calc framerate */
{
static int t0 = -1;
Display *dpy;
Window win;
GLXContext ctx;
- char *dpyName = ":0";
+ char *dpyName = NULL;
int swap_interval = 1;
GLboolean do_swap_interval = GL_FALSE;
GLboolean force_get_rate = GL_FALSE;