@Override public void end () { /* * No need to unbind and textures are set to null in begin() for(int i = 0; i < count; i++) { if (textures[i] != null) { * Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + offset + i); Gdx.gl.glBindTexture(GL20.GL_TEXTURE_2D, 0); textures[i] = null; } * } */ Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0); }
@Override public void end () { /* * No need to unbind and textures are set to null in begin() for(int i = 0; i < count; i++) { if (textures[i] != null) { * Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + offset + i); Gdx.gl.glBindTexture(GL20.GL_TEXTURE_2D, 0); textures[i] = null; } * } */ Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0); }
/** Binds the texture to the given texture unit. Sets the currently active texture unit via {@link GL20#glActiveTexture(int)}. * @param unit the unit (0 to MAX_TEXTURE_UNITS). */ public void bind (int unit) { Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + unit); Gdx.gl.glBindTexture(glTarget, glHandle); }
/** Binds the texture to the given texture unit. Sets the currently active texture unit via {@link GL20#glActiveTexture(int)}. * @param unit the unit (0 to MAX_TEXTURE_UNITS). */ public void bind (int unit) { Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + unit); Gdx.gl.glBindTexture(glTarget, glHandle); }
@Override public void glActiveTexture (int texture) { calls++; gl20.glActiveTexture(texture); check(); }
@Override public void glActiveTexture (int texture) { calls++; gl20.glActiveTexture(texture); check(); }
public void render () { Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0); texture.bind(); Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE1); texture2.bind(); shader.begin(); shader.setUniformi("s_texture", 0); shader.setUniformi("s_texture2", 1); mesh.render(shader, GL20.GL_TRIANGLES); shader.end(); }
private final int bindTexture (final TextureDescriptor textureDesc, final boolean rebind) { final int idx, result; final GLTexture texture = textureDesc.texture; reused = false; switch (method) { case ROUNDROBIN: result = offset + (idx = bindTextureRoundRobin(texture)); break; case WEIGHTED: result = offset + (idx = bindTextureWeighted(texture)); break; default: return -1; } if (reused) { reuseCount++; if (rebind) texture.bind(result); else Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + result); } else bindCount++; texture.unsafeSetWrap(textureDesc.uWrap, textureDesc.vWrap); texture.unsafeSetFilter(textureDesc.minFilter, textureDesc.magFilter); return result; }
private final int bindTexture (final TextureDescriptor textureDesc, final boolean rebind) { final int idx, result; final GLTexture texture = textureDesc.texture; reused = false; switch (method) { case ROUNDROBIN: result = offset + (idx = bindTextureRoundRobin(texture)); break; case WEIGHTED: result = offset + (idx = bindTextureWeighted(texture)); break; default: return -1; } if (reused) { reuseCount++; if (rebind) texture.bind(result); else Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + result); } else bindCount++; texture.unsafeSetWrap(textureDesc.uWrap, textureDesc.vWrap); texture.unsafeSetFilter(textureDesc.minFilter, textureDesc.magFilter); return result; }
public void render () { Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0); texture.bind(); shader.begin(); shader.setUniformf("s_texture", 0); Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST); shader.setUniformf("u_offset", -0.6f); mesh.render(shader, GL20.GL_TRIANGLES); Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_LINEAR_MIPMAP_LINEAR); shader.setUniformf("u_offset", 0.6f); mesh.render(shader, GL20.GL_TRIANGLES); shader.end(); } }
@Override public void end () { /* * No need to unbind and textures are set to null in begin() for(int i = 0; i < count; i++) { if (textures[i] != null) { * Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + offset + i); Gdx.gl.glBindTexture(GL20.GL_TEXTURE_2D, 0); textures[i] = null; } * } */ Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0); }
public static void activate( int index ) { Gdx.gl.glActiveTexture( GL20.GL_TEXTURE0 + index ); }
@Override public void glActiveTexture (int texture) { calls++; gl20.glActiveTexture(texture); check(); }
/** Binds the texture to the given texture unit. Sets the currently active texture unit via {@link GL20#glActiveTexture(int)}. * @param unit the unit (0 to MAX_TEXTURE_UNITS). */ public void bind (int unit) { Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + unit); Gdx.gl.glBindTexture(glTarget, glHandle); }
/** Render the specified screen to the specified buffer. */ public static void copyScreen (Screen screen, FrameBuffer buffer, Color clearColor, float clearDepth, boolean useDepth) { if (screen != null) { clear(buffer, clearColor, clearDepth, useDepth); // ensures default active texture is active Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0); screen.render(buffer); } }
@Override public void end() { program.end(); super.end(); Gdx.gl20.glActiveTexture(Gdx.gl.GL_TEXTURE0); }
public SpriteBatch begin (Matrix4 proj, Matrix4 viewxform) { if (!begin) { begin = true; gl.glActiveTexture(GL20.GL_TEXTURE0); batch.setProjectionMatrix(proj); batch.setTransformMatrix(viewxform); batch.begin(); return batch; } return null; }
public void render () { if (transMgr.isActive()) { transMgr.update(); transMgr.render(); justTransitioned = true; } else { if (current != null) { if (justTransitioned) { justTransitioned = false; // ensures default active texture is active gl.glActiveTexture(GL20.GL_TEXTURE0); } current.render(null); } } }
private final int bindTexture (final TextureDescriptor textureDesc, final boolean rebind) { final int idx, result; final GLTexture texture = textureDesc.texture; reused = false; switch (method) { case ROUNDROBIN: result = offset + (idx = bindTextureRoundRobin(texture)); break; case WEIGHTED: result = offset + (idx = bindTextureWeighted(texture)); break; default: return -1; } if (reused) { reuseCount++; if (rebind) texture.bind(result); else Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + result); } else bindCount++; texture.unsafeSetWrap(textureDesc.uWrap, textureDesc.vWrap); texture.unsafeSetFilter(textureDesc.minFilter, textureDesc.magFilter); return result; }
public void renderTilemap () { gl.glDisable(GL20.GL_DEPTH_TEST); gl.glDisable(GL20.GL_CULL_FACE); gl.glDisable(GL20.GL_BLEND); gl.glActiveTexture(GL20.GL_TEXTURE0); tileMapRenderer.setView(camTilemap); tileMapRenderer.getSpriteBatch().disableBlending(); tileMapRenderer.render(); }