@Override protected void attachFrameBufferColorTexture (Cubemap texture) { GL20 gl = Gdx.gl20; int glHandle = texture.getTextureObjectHandle(); Cubemap.CubemapSide[] sides = Cubemap.CubemapSide.values(); for (Cubemap.CubemapSide side : sides) { gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, glHandle, 0); } }
/** Bind the side, making it active to render on. Should be called in between a call to {@link #begin()} and {@link #end()}. * @param side The side to bind */ protected void bindSide (final Cubemap.CubemapSide side) { Gdx.gl20.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, getColorBufferTexture().getTextureObjectHandle(), 0); }
@Override protected void attachFrameBufferColorTexture (Cubemap texture) { GL20 gl = Gdx.gl20; int glHandle = texture.getTextureObjectHandle(); Cubemap.CubemapSide[] sides = Cubemap.CubemapSide.values(); for (Cubemap.CubemapSide side : sides) { gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, glHandle, 0); } }
/** Bind the side, making it active to render on. Should be called in between a call to {@link #begin()} and {@link #end()}. * @param side The side to bind */ protected void bindSide (final Cubemap.CubemapSide side) { Gdx.gl20.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, getColorBufferTexture().getTextureObjectHandle(), 0); }
@Override protected void attachFrameBufferColorTexture (Cubemap texture) { GL20 gl = Gdx.gl20; int glHandle = texture.getTextureObjectHandle(); Cubemap.CubemapSide[] sides = Cubemap.CubemapSide.values(); for (Cubemap.CubemapSide side : sides) { gl.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, glHandle, 0); } }
/** Bind the side, making it active to render on. Should be called in between a call to {@link #begin()} and {@link #end()}. * @param side The side to bind */ protected void bindSide (final Cubemap.CubemapSide side) { Gdx.gl20.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER, GL20.GL_COLOR_ATTACHMENT0, side.glEnum, getColorBufferTexture().getTextureObjectHandle(), 0); }