@Override public void glTexParameteri(int param1, int param2, int param3) { GLContext.getCurrentGL().glTexParameteri(param1, param2, param3); }
@Override public void texParameteri(int target, int pname, int param) { gl.glTexParameteri(target, pname, param); }
/** * Restores the texture-unit's texture-target state. * <p> * First the texture-unit is activated, then all states are restored. * </p> * @param gl current GL context's GL object */ public final void restore(final GL gl) { gl.glActiveTexture(state[0]); gl.glBindTexture(target, state[1]); gl.glTexParameteri(target, GL.GL_TEXTURE_MAG_FILTER, state[2]); gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, state[3]); gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S, state[4]); gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, state[5]); }
@Override public void glTexParameteri(int target, int pname, int param) { GLContext.getCurrentGL().glTexParameteri(target, pname, param); }
@Override public void glTexParameteri(int param1, int param2, int param3) { GLContext.getCurrentGL().glTexParameteri(param1, param2, param3); }
public void bind(final GL gl) throws GLException { gl.glEnable(GL2.GL_TEXTURE_3D); validateTexID(gl, true); gl.glBindTexture(GL2.GL_TEXTURE_3D, texID); gl.glActiveTexture(GL.GL_TEXTURE0); gl.glTexParameteri(GL2.GL_TEXTURE_3D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_3D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_3D, GL2.GL_TEXTURE_WRAP_R, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_3D, GL2.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); gl.glTexParameteri(GL2.GL_TEXTURE_3D, GL2.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); setTextureData(gl,buffer,shape); }
/** * Sets the OpenGL integer texture parameter for the texture's * target. This gives control over parameters such as * GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, which by default are set * to GL_CLAMP_TO_EDGE if OpenGL 1.2 is supported on the current * platform and GL_CLAMP if not. Causes this texture to be bound to * the current texture state. * * @throws GLException if any OpenGL-related errors occurred */ public void setTexParameteri(final GL gl, final int parameterName, final int value) { bind(gl); gl.glTexParameteri(target, parameterName, value); }
gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT); break; case Texture.CLAMP: gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP); break; case Texture.CLAMP_TO_EDGE: gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE); break; case Texture.CLAMP_TO_BOUNDARY: gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP_TO_BORDER); break; gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT); break; case Texture.CLAMP: gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP); break; case Texture.CLAMP_TO_EDGE: gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE); break; case Texture.CLAMP_TO_BOUNDARY: gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP_TO_BORDER); break; switch (boundaryModeR) {
public final void addFrame(final GL gl, final Texture tex) { final TextureSequence.TextureFrame frame = new TextureSequence.TextureFrame(tex); frames.add(frame); tex.bind(gl); gl.glTexParameteri(getTextureTarget(), GL.GL_TEXTURE_MIN_FILTER, texMinMagFilter[0]); gl.glTexParameteri(getTextureTarget(), GL.GL_TEXTURE_MAG_FILTER, texMinMagFilter[1]); gl.glTexParameteri(getTextureTarget(), GL.GL_TEXTURE_WRAP_S, texWrapST[0]); gl.glTexParameteri(getTextureTarget(), GL.GL_TEXTURE_WRAP_T, texWrapST[1]); }
case Texture.FASTEST: case Texture.BASE_LEVEL_POINT: gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); break; case Texture.BASE_LEVEL_LINEAR: gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); break; case Texture.MULTI_LEVEL_POINT: gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST); break; case Texture.NICEST: case Texture.MULTI_LEVEL_LINEAR: gl.glTexParameteri(target, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR); break; case Texture.FASTEST: case Texture.BASE_LEVEL_POINT: gl.glTexParameteri(target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); break; case Texture.NICEST: case Texture.BASE_LEVEL_LINEAR: gl.glTexParameteri(target, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); break; case Texture.LINEAR_SHARPEN:
private void updateTextureLodRange(Context ctx, int target, int baseLevel, int maximumLevel, float minimumLOD, float maximumLOD) { GL gl = context(ctx).getGL(); // checking of the availability of the extension is already done // in the shared code gl.glTexParameteri(target, GL2.GL_TEXTURE_BASE_LEVEL, baseLevel); gl.glTexParameteri(target, GL2.GL_TEXTURE_MAX_LEVEL, maximumLevel); gl.glTexParameterf(target, GL2.GL_TEXTURE_MIN_LOD, minimumLOD); gl.glTexParameterf(target, GL2.GL_TEXTURE_MAX_LOD, maximumLOD); }
public void bind(final GL gl) throws GLException { gl.glEnable(GL2.GL_TEXTURE_1D); validateTexID(gl, true); gl.glBindTexture(GL2.GL_TEXTURE_1D, texID); if (name != null) { gl.glActiveTexture(GL.GL_TEXTURE1); } gl.glTexParameteri(GL2.GL_TEXTURE_1D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP_TO_EDGE); // gl.glTexParameteri(GL2.GL_TEXTURE_3D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP); // gl.glTexParameteri(GL2.GL_TEXTURE_3D, GL2.GL_TEXTURE_WRAP_R, GL2.GL_CLAMP); gl.glTexParameteri(GL2.GL_TEXTURE_1D, GL2.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); gl.glTexParameteri(GL2.GL_TEXTURE_1D, GL2.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); setTextureData(gl,image,shape); }
private void createTexture( final ByteBuffer textureBuffer, final int width, final int height, final int filter, final int srcPixelFormat) throws Exception { final GL gl = GLContext.getCurrentGL(); textureId = createTextureID(); bind(); int componentCount = 1; IntBuffer temp = Buffers.newDirectIntBuffer(16); gl.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE, temp); checkGLError(); int max = temp.get(0); if ((width > max) || (height > max)) { throw new Exception("Attempt to allocate a texture to big for the current hardware"); } gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, filter); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, filter); checkGLError(); if (filter == GL.GL_LINEAR_MIPMAP_NEAREST || filter == GL.GL_LINEAR_MIPMAP_LINEAR) { glu.gluBuild2DMipmaps(GL.GL_TEXTURE_2D, componentCount, width, height, srcPixelFormat, GL.GL_UNSIGNED_BYTE, textureBuffer); } else { gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, 4, width, height, 0, srcPixelFormat, GL.GL_UNSIGNED_BYTE, textureBuffer); } checkGLError(); }
gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_MIN_FILTER, texMinMagFilter[0]); gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_MAG_FILTER, texMinMagFilter[1]); gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_WRAP_S, texWrapST[0]); gl.glTexParameteri(textureTarget, GL.GL_TEXTURE_WRAP_T, texWrapST[1]);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, magFilter); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, minFilter); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, wrapS); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, wrapT);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, magFilter); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, minFilter); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, wrapS); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, wrapT);
mGL.glBindTexture(GL.GL_TEXTURE_2D, uiTexture[0]); mGL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); mGL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); mGL.glTexParameteri(GL.GL_TEXTURE_2D, GL2ES3.GL_TEXTURE_BASE_LEVEL, 0); mGL.glTexParameteri(GL.GL_TEXTURE_2D, GL2ES3.GL_TEXTURE_MAX_LEVEL, 0);
gl.glTexParameteri(texParamTarget, GL2ES1.GL_GENERATE_MIPMAP, GL.GL_TRUE); usingAutoMipmapGeneration = true; gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_MIN_FILTER, minFilter); gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_MAG_FILTER, magFilter); gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_WRAP_S, wrapMode); gl.glTexParameteri(texParamTarget, GL.GL_TEXTURE_WRAP_T, wrapMode); if (this.target == GL.GL_TEXTURE_CUBE_MAP) { gl.glTexParameteri(texParamTarget, GL2ES2.GL_TEXTURE_WRAP_R, wrapMode);