Call expr warning

glPushMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Utility.cpp line: 58 column: 3.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glRasterPos2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Utility.cpp line: 60 column: 3.

Category: Current Raster Position.

Bitmaps and pixel image primitives are not supported so there is no need to specify the raster position


Call expr warning

glPopMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Utility.cpp line: 64 column: 3.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glTranslatef in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Utility.cpp line: 73 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glRotatef in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Utility.cpp line: 74 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glScalef in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Utility.cpp line: 75 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glPushMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/main.cpp line: 98 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glPopMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/main.cpp line: 105 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glPushMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/main.cpp line: 110 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glPopMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/main.cpp line: 117 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glMatrixMode in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/main.cpp line: 126 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glLoadIdentity in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/main.cpp line: 127 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glOrtho in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/main.cpp line: 128 column: 2.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glPushMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 10 column: 3.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glLineStipple in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 20 column: 5.

Category: Line Segments.

Aliased lines are supported. Anti-aliased lines and line stippling are not supported.


Call expr warning

glLineStipple in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 22 column: 5.

Category: Line Segments.

Aliased lines are supported. Anti-aliased lines and line stippling are not supported.


Call expr warning

glBegin in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 25 column: 3.

Category: Begin/End Paradigm.

OpenGL ES 2.0 draws geometric objects exclusively using vertex arrays. The OpenGL ES 2.0 specification supports user defined vertex attributes only. Support for vertex position, normals, colors, texture coordinates is removed since they can be specified using vertex attribute arrays.

The Begin/End paradigm, while convenient, leads to a large number of commands that need to be implemented. Correct implementation also involves suppression of commands that are not legal between Begin and End. Tracking this state creates an additional burden on the implementation. Vertex arrays, arguably can be implemented more efficiently since they present all of the primitive data in a single function call. Since the commands Begin and End are not supported, no internal state indicating the begin/end state is maintained.


Call expr warning

glVertex2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 26 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 27 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glEnd in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 28 column: 3.

Category: Begin/End Paradigm.

OpenGL ES 2.0 draws geometric objects exclusively using vertex arrays. The OpenGL ES 2.0 specification supports user defined vertex attributes only. Support for vertex position, normals, colors, texture coordinates is removed since they can be specified using vertex attribute arrays.

The Begin/End paradigm, while convenient, leads to a large number of commands that need to be implemented. Correct implementation also involves suppression of commands that are not legal between Begin and End. Tracking this state creates an additional burden on the implementation. Vertex arrays, arguably can be implemented more efficiently since they present all of the primitive data in a single function call. Since the commands Begin and End are not supported, no internal state indicating the begin/end state is maintained.


Call expr warning

glPopMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 35 column: 3.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glBegin in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 49 column: 3.

Category: Begin/End Paradigm.

OpenGL ES 2.0 draws geometric objects exclusively using vertex arrays. The OpenGL ES 2.0 specification supports user defined vertex attributes only. Support for vertex position, normals, colors, texture coordinates is removed since they can be specified using vertex attribute arrays.

The Begin/End paradigm, while convenient, leads to a large number of commands that need to be implemented. Correct implementation also involves suppression of commands that are not legal between Begin and End. Tracking this state creates an additional burden on the implementation. Vertex arrays, arguably can be implemented more efficiently since they present all of the primitive data in a single function call. Since the commands Begin and End are not supported, no internal state indicating the begin/end state is maintained.


Call expr warning

glTexCoord2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 51 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 52 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glTexCoord2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 54 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 55 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glTexCoord2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 57 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 58 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glTexCoord2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 60 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2f in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 61 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glEnd in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 63 column: 3.

Category: Begin/End Paradigm.

OpenGL ES 2.0 draws geometric objects exclusively using vertex arrays. The OpenGL ES 2.0 specification supports user defined vertex attributes only. Support for vertex position, normals, colors, texture coordinates is removed since they can be specified using vertex attribute arrays.

The Begin/End paradigm, while convenient, leads to a large number of commands that need to be implemented. Correct implementation also involves suppression of commands that are not legal between Begin and End. Tracking this state creates an additional burden on the implementation. Vertex arrays, arguably can be implemented more efficiently since they present all of the primitive data in a single function call. Since the commands Begin and End are not supported, no internal state indicating the begin/end state is maintained.


Call expr warning

glPushMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 73 column: 3.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Call expr warning

glBegin in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 78 column: 3.

Category: Begin/End Paradigm.

OpenGL ES 2.0 draws geometric objects exclusively using vertex arrays. The OpenGL ES 2.0 specification supports user defined vertex attributes only. Support for vertex position, normals, colors, texture coordinates is removed since they can be specified using vertex attribute arrays.

The Begin/End paradigm, while convenient, leads to a large number of commands that need to be implemented. Correct implementation also involves suppression of commands that are not legal between Begin and End. Tracking this state creates an additional burden on the implementation. Vertex arrays, arguably can be implemented more efficiently since they present all of the primitive data in a single function call. Since the commands Begin and End are not supported, no internal state indicating the begin/end state is maintained.


Call expr warning

glVertex2fv in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 80 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2fv in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 81 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2fv in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 82 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2fv in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 83 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glVertex2fv in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 84 column: 4.

Category: Vertex Specification.

Generic per-primitive attributes can be set using the (VertexAttrib*) entry points. The most general form of the floating-point version of the command is retained to simplify addition of extensions or future revisions. Since these commands are unlikely to be issued frequently, as they can only be used to set (overall) per-primitive attributes, performance is not an issue.


Call expr warning

glEnd in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 86 column: 3.

Category: Begin/End Paradigm.

OpenGL ES 2.0 draws geometric objects exclusively using vertex arrays. The OpenGL ES 2.0 specification supports user defined vertex attributes only. Support for vertex position, normals, colors, texture coordinates is removed since they can be specified using vertex attribute arrays.

The Begin/End paradigm, while convenient, leads to a large number of commands that need to be implemented. Correct implementation also involves suppression of commands that are not legal between Begin and End. Tracking this state creates an additional burden on the implementation. Vertex arrays, arguably can be implemented more efficiently since they present all of the primitive data in a single function call. Since the commands Begin and End are not supported, no internal state indicating the begin/end state is maintained.


Call expr warning

glPopMatrix in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/Primitives.cpp line: 91 column: 3.

Category: Coordinate Transformations.

The fixed function transformation pipeline is no longer supported. The application can compute the necessary matrices (can be the combined modelview and projection matrix, or an array of matrices for skinning) and load them as uniform variables in the vertex shader. The code to compute transformed vertex will now be executed in the vertex shader.


Header import warning

#include <windows.h> in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/IncludeGL.h.

Remember to use macros or interfaces to avoid platform specific issues.
More info: Cross platform header implementations.


Header import warning

#include <windows.h> in /home/raulroa/Code/projects/ConConJS/Tests/2. 2D Examples/Pong/TimeManager.h.

Remember to use macros or interfaces to avoid platform specific issues.
More info: Cross platform header implementations.