public void glGenTextures (int n, IntBuffer textures) { GL11.glGenTextures(textures); }
public int glGenTexture () { return GL11.glGenTextures(); }
public void glGenTextures (int n, IntBuffer textures) { GL11.glGenTextures(textures); }
public int glGenTexture () { return GL11.glGenTextures(); }
public void glGenTextures (int n, IntBuffer textures) { GL11.glGenTextures(textures); }
public int glGenTexture () { return GL11.glGenTextures(); }
public int glGenTexture () { return GL11.glGenTextures(); }
public void glGenTextures (int n, IntBuffer textures) { GL11.glGenTextures(textures); }
@Override public void glGenTextures(final IntBuffer textures) { checkLimit(textures); GL11.glGenTextures(textures); }
public void glGenTextures(IntBuffer param1) { checkLimit(param1); GL11.glGenTextures(param1); }
public void createTexture3D(ByteBuffer alignedBuffer, Texture.WrapMode wrapMode, Texture.FilterMode filterMode, int size, Consumer<Integer> idConsumer) { asynchToDisplayThread(() -> { int id = glGenTextures(); reloadTexture3D(id, alignedBuffer, wrapMode, filterMode, size); idConsumer.accept(id); }); }
public void createTexture2D(ByteBuffer[] buffers, Texture.WrapMode wrapMode, Texture.FilterMode filterMode, int width, int height, Consumer<Integer> idConsumer) { asynchToDisplayThread(() -> { int id = glGenTextures(); reloadTexture2D(id, buffers, wrapMode, filterMode, width, height); idConsumer.accept(id); }); }
private static void createNormalsBuffer(FBO fbo, Dimensions dimensions) { fbo.normalsBufferTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.normalsBufferTextureId); setTextureParameters(GL11.GL_LINEAR); allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL11.GL_TEXTURE_2D, fbo.normalsBufferTextureId, 0); }
private static void createLightBuffer(FBO fbo, Dimensions dimensions, Type type) { fbo.lightBufferTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.lightBufferTextureId); setTextureParameters(GL11.GL_LINEAR); if (type == Type.HDR) { allocateTexture(dimensions, ARBTextureFloat.GL_RGBA16F_ARB, GL11.GL_RGBA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB); } else { allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE); } glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, GL11.GL_TEXTURE_2D, fbo.lightBufferTextureId, 0); }
private static void createColorBuffer(FBO fbo, Dimensions dimensions, Type type) { fbo.colorBufferTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.colorBufferTextureId); setTextureParameters(GL11.GL_LINEAR); if (type == Type.HDR) { allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB); } else { allocateTexture(dimensions, GL11.GL_RGBA, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE); } glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL11.GL_TEXTURE_2D, fbo.colorBufferTextureId, 0); }
private static void createDepthBuffer(FBO fbo, Dimensions dimensions, boolean useStencilBuffer) { fbo.depthStencilTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId); setTextureParameters(GL11.GL_NEAREST); if (!useStencilBuffer) { allocateTexture(dimensions, GL14.GL_DEPTH_COMPONENT24, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_INT); } else { allocateTexture(dimensions, EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, EXTPackedDepthStencil.GL_DEPTH_STENCIL_EXT, EXTPackedDepthStencil.GL_UNSIGNED_INT_24_8_EXT); } fbo.depthStencilRboId = glGenRenderbuffersEXT(); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo.depthStencilRboId); if (!useStencilBuffer) { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL14.GL_DEPTH_COMPONENT24, fbo.dimensions.width, fbo.dimensions.height); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, fbo.dimensions.width, fbo.dimensions.height); } glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo.depthStencilRboId); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId, 0); if (useStencilBuffer) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId, 0); } }
@Override public int glGenTextures() { return GL11.glGenTextures(); }
private int createTextureID() { IntBuffer tmp = createIntBuffer(1); GL11.glGenTextures(tmp); checkGLError(); return tmp.get(0); }
private int createTextureID() { IntBuffer tmp = createIntBuffer(1); GL11.glGenTextures(tmp); checkGLError(); return tmp.get(0); }
@Override public int createGlTexture( ByteBuffer pixelData, int internalFormat, int width, int height, int format, int type) { int glTexture = glGenTextures(); glBindTexture(GL_TEXTURE_2D, glTexture); glTexImage2D( GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, pixelData); return glTexture; }