@Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { GL30.glGenFramebuffers(framebuffers); }
@Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { GL30.glGenFramebuffers(framebuffers); }
@Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { GL30.glGenFramebuffers(framebuffers); }
@Override public int glGenFramebuffer () { return GL30.glGenFramebuffers(); }
@Override public int glGenFramebuffer () { return GL30.glGenFramebuffers(); }
@Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { GL30.glGenFramebuffers(framebuffers); }
@Override public int glGenFramebuffer () { return GL30.glGenFramebuffers(); }
@Override public int glGenFramebuffer () { return GL30.glGenFramebuffers(); }
@Override public void glGenFramebuffersEXT(final IntBuffer frameBuffers) { checkLimit(frameBuffers); GL30.glGenFramebuffers(frameBuffers); }
@Override public void glGenFramebuffersEXT(IntBuffer param1) { checkLimit(param1); GL30.glGenFramebuffers(param1); }
public LwjglFrameBufferObject(ResourceUrn urn, BaseVector2i size) { this.size = ImmutableVector2i.createOrUse(size); IntBuffer fboId = BufferUtils.createIntBuffer(1); GL30.glGenFramebuffers(fboId); frame = fboId.get(0); Texture texture = generateTexture(urn); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frame); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, texture.getId(), 0); int result = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER); if (result != GL30.GL_FRAMEBUFFER_COMPLETE) { throw new IllegalStateException("Something went wrong with framebuffer! " + result); } GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); }
@Override public int glGenFramebuffers() { return GL30.glGenFramebuffers(); }
@Override public int glGenFramebuffer () { return GL30.glGenFramebuffers(); }
@Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { GL30.glGenFramebuffers(framebuffers); }
@Override public int glGenFramebuffer () { return GL30.glGenFramebuffers(); }
public GLFramebuffer(){ id = glGenFramebuffers(); }
@Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { GL30.glGenFramebuffers(framebuffers); }
@Override public void glGenFramebuffersEXT(IntBuffer param1) { checkLimit(param1); GL30.glGenFramebuffers(param1); }
public ShadowBuffer() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map textures depthMap = new ArrTexture(ShadowRenderer.NUM_CASCADES, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getIds()[0], 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }
public ShadowMap() throws Exception { // Create a FBO to render the depth map depthMapFBO = glGenFramebuffers(); // Create the depth map texture depthMap = new Texture(SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT); // Attach the the depth map texture to the FBO glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap.getId(), 0); // Set only depth glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw new Exception("Could not create FrameBuffer"); } // Unbind glBindFramebuffer(GL_FRAMEBUFFER, 0); }