diff --git a/Source/Examples/Tutorial/T02_Vertex_Arrays.cs b/Source/Examples/Tutorial/T02_Vertex_Arrays.cs index a6878462..a70a40ef 100644 --- a/Source/Examples/Tutorial/T02_Vertex_Arrays.cs +++ b/Source/Examples/Tutorial/T02_Vertex_Arrays.cs @@ -61,7 +61,7 @@ namespace Examples.Tutorial public override void OnLoad(EventArgs e) { - GL.Enable(EnableCap.Texture2d); + GL.Enable(EnableCap.Texture2D); GL.ClearColor(Color.CadetBlue); GL.Enable(EnableCap.DepthTest); diff --git a/Source/Examples/Tutorial/Textures.cs b/Source/Examples/Tutorial/Textures.cs index 5bb992df..bb590573 100644 --- a/Source/Examples/Tutorial/Textures.cs +++ b/Source/Examples/Tutorial/Textures.cs @@ -40,23 +40,23 @@ namespace Examples.Tutorial public override void OnLoad(EventArgs e) { GL.ClearColor(Color.SteelBlue); - GL.Enable(EnableCap.Texture2d); + GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); GL.GenTextures(1, out texture); - GL.BindTexture(TextureTarget.Texture2d, texture); + GL.BindTexture(TextureTarget.Texture2D, texture); BitmapData data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); - GL.TexImage2D(TextureTarget.Texture2d, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, + GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.OpenGL.Enums.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); - GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); - GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); } #endregion @@ -116,7 +116,7 @@ namespace Examples.Tutorial GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); - GL.BindTexture(TextureTarget.Texture2d, texture); + GL.BindTexture(TextureTarget.Texture2D, texture); GL.Begin(BeginMode.Quads);