本文整理汇总了C++中CL_GraphicContext::set_texture方法的典型用法代码示例。如果您正苦于以下问题:C++ CL_GraphicContext::set_texture方法的具体用法?C++ CL_GraphicContext::set_texture怎么用?C++ CL_GraphicContext::set_texture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CL_GraphicContext
的用法示例。
在下文中一共展示了CL_GraphicContext::set_texture方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: prim_array
void CL_RenderBatch3D::flush(CL_GraphicContext &gc)
{
if (position > 0)
{
gc.set_modelview(CL_Mat4f::identity());
gc.set_program_object(cl_program_sprite);
if (use_glyph_program)
{
CL_BlendMode old_blend_mode = gc.get_blend_mode();
CL_BlendMode blend_mode;
blend_mode.set_blend_color(constant_color);
blend_mode.set_blend_function(cl_blend_constant_color, cl_blend_one_minus_src_color, cl_blend_zero, cl_blend_one);
gc.set_blend_mode(blend_mode);
for (int i = 0; i < num_current_textures; i++)
gc.set_texture(i, current_textures[i]);
CL_PrimitivesArray prim_array(gc);
prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
gc.draw_primitives(cl_triangles, position, prim_array);
for (int i = 0; i < num_current_textures; i++)
gc.reset_texture(i);
gc.set_blend_mode(old_blend_mode);
}
else
{
for (int i = 0; i < num_current_textures; i++)
gc.set_texture(i, current_textures[i]);
CL_PrimitivesArray prim_array(gc);
prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
gc.draw_primitives(cl_triangles, position, prim_array);
for (int i = 0; i < num_current_textures; i++)
gc.reset_texture(i);
}
gc.reset_program_object();
gc.set_modelview(modelview);
position = 0;
for (int i = 0; i < num_current_textures; i++)
current_textures[i] = CL_Texture();
num_current_textures = 0;
}
}
示例2: Draw
void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix)
{
gc.set_modelview(modelview_matrix);
CL_PrimitivesArray prim_array(gc);
prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);
if (!vbo_texcoords.is_null())
{
prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
gc.set_texture(0, gs->texture_underwater);
gc.set_texture(1, gs->texture_background);
gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
gs->shader_texture.Use(gc);
}
else
{
throw CL_Exception("What! no texure coordinates?");
}
gc.draw_primitives(cl_triangles, vbo_size, prim_array);
gc.reset_texture(0);
gc.reset_texture(0);
}
示例3: Draw
void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix, bool is_draw_shadow)
{
gc.set_modelview(modelview_matrix);
CL_PrimitivesArray prim_array(gc);
prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);
if (is_draw_shadow)
{
gs->shader_depth.Use(gc);
gc.draw_primitives(cl_triangles, vbo_size, prim_array);
}
else
{
if (!vbo_texcoords.is_null())
{
prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
gs->shader_texture.SetShadowMatrix(gs->shadow_matrix);
gc.set_texture(0, gs->texture_brick);
gc.set_texture(1, gs->texture_shadow);
gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
gs->shader_texture.Use(gc);
}
else
{
gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
gs->shader_color.Use(gc);
}
gc.draw_primitives(cl_triangles, vbo_size, prim_array);
gc.reset_texture(0);
gc.reset_texture(1);
}
}
示例4: draw_text
void ExampleText::draw_text(CL_GraphicContext &gc, CL_Texture &texture, CL_Angle angle)
{
gc.set_texture(0, texture);
gc.push_modelview();
gc.mult_translate(gc.get_width()/2.0f, gc.get_height()/2.0f);
gc.mult_rotate(angle, 0.0f, 0.0f, 1.0f);
CL_Draw::texture(gc, CL_Rectf(-300.0f, -300.0f, 300.0f, 300.0f), CL_Colorf(1.0f, 1.0f, 1.0f, 0.7f));
gc.pop_modelview();
gc.reset_texture(0);
}
示例5: render_night_vision
void App::render_night_vision(CL_GraphicContext &gc, CL_Texture &source_texture, CL_Texture &mask_texture, CL_Texture &noise_texture, CL_ProgramObject &program_object)
{
program_object.set_uniform1i("sceneBuffer", 0);
program_object.set_uniform1i("noiseTex", 1);
program_object.set_uniform1i("maskTex", 2);
program_object.set_uniform1f("elapsedTime", elapsedTime);
program_object.set_uniform1f("luminanceThreshold", luminanceThreshold);
program_object.set_uniform1f("colorAmplification", colorAmplification);
program_object.set_uniform1f("effectCoverage", effectCoverage);
gc.set_texture(0, source_texture);
gc.set_texture(1, noise_texture);
gc.set_texture(2, mask_texture);
gc.set_program_object(program_object, cl_program_matrix_modelview_projection);
draw_texture(gc, CL_Rectf(0,0,gc.get_width(),gc.get_height()), CL_Colorf::white, CL_Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(2);
gc.reset_texture(1);
gc.reset_texture(0);
}
示例6: Draw
void ObjectPolygon::Draw(CL_GraphicContext &gc, CL_Texture &texture_image)
{
ObjectVertex *vptr = m_pVertex;
CL_Vec3f positions[6];
CL_Vec3f texture_positions[6];
CL_Vec3f normals[6];
// We convert quads into triangles. This is silly, and this entire example should be rewritten to just use triangles
if (m_NumVertex!=4) throw CL_Exception("Ooops");
positions[0] = m_pVertex[0].m_Point;
texture_positions[0] = m_pVertex[0].m_TexturePoint;
normals[0] = m_Normal;
positions[1] = m_pVertex[1].m_Point;
texture_positions[1] = m_pVertex[1].m_TexturePoint;
normals[1] = m_Normal;
positions[2] = m_pVertex[2].m_Point;
texture_positions[2] = m_pVertex[2].m_TexturePoint;
normals[2] = m_Normal;
positions[3] = m_pVertex[2].m_Point;
texture_positions[3] = m_pVertex[2].m_TexturePoint;
normals[3] = m_Normal;
positions[4] = m_pVertex[3].m_Point;
texture_positions[4] = m_pVertex[3].m_TexturePoint;
normals[4] = m_Normal;
positions[5] = m_pVertex[0].m_Point;
texture_positions[5] = m_pVertex[0].m_TexturePoint;
normals[5] = m_Normal;
CL_PrimitivesArray prim_array(gc);
gc.set_texture(0, texture_image);
prim_array.set_attributes(cl_attrib_position, positions);
prim_array.set_attribute(cl_attrib_color, CL_Colorf(1.0f,1.0f,1.0f, 1.0f));
prim_array.set_attributes(cl_attrib_texture_position, texture_positions);
prim_array.set_attributes(cl_attrib_normal, normals);
gc.set_primitives_array(prim_array);
gc.draw_primitives_array(cl_triangles, 6);
gc.reset_texture(0);
gc.reset_primitives_array();
}
示例7: render_gaussian_blur
void App::render_gaussian_blur(CL_GraphicContext &gc, float blur_amount, CL_Texture &source_texture, CL_ProgramObject &program_object, float dx, float dy)
{
int sampleCount = 15;
float *sampleWeights = new float[sampleCount];
CL_Vec2f *sampleOffsets = new CL_Vec2f[sampleCount];
sampleWeights[0] = compute_gaussian(0, blur_amount);
sampleOffsets[0] = CL_Vec2f(0.0, 0.0);
float totalWeights = sampleWeights[0];
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = compute_gaussian(i + 1.0f, blur_amount);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
totalWeights += weight * 2;
float sampleOffset = i * 2 + 1.5f;
CL_Vec2f delta = CL_Vec2f(dx * sampleOffset, dy * sampleOffset);
sampleOffsets[i * 2 + 1] = delta;
sampleOffsets[i * 2 + 2] = CL_Vec2f(-delta.x, -delta.y);
}
for (int i = 0; i < sampleCount; i++)
{
sampleWeights[i] /= totalWeights;
}
program_object.set_uniform1i("SourceTexture", 0);
program_object.set_uniformfv("SampleOffsets", 2, sampleCount, (float *)sampleOffsets);
program_object.set_uniformfv("SampleWeights", 1, sampleCount, sampleWeights);
gc.set_texture(0, source_texture);
gc.set_program_object(program_object, cl_program_matrix_modelview_projection);
draw_texture(gc, CL_Rectf(0,0,gc.get_width(),gc.get_height()), CL_Colorf::white, CL_Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
}
示例8: render
void Skybox::render(CL_GraphicContext &gc, const Camera &camera)
{
Camera cam = camera;
cam.get_position().set_position(0,0,0);
cam.setup_gc(gc, 0.1f, 10.0f);
gc.set_texture(0, skybox_texture);
gc.set_program_object(program_object);
program_object.set_uniform1i(("texture1"), 0);
CL_PrimitivesArray prim_array(gc);
prim_array.set_attributes(0, positions);
gc.draw_primitives(cl_triangles, 6*6, prim_array);
gc.reset_program_object();
gc.reset_texture(0);
}
示例9: flush
void HSVSpriteBatch::flush(CL_GraphicContext &gc)
{
if (fill_position > 0)
{
CL_PrimitivesArray primarray(gc);
primarray.set_attributes(0, positions);
primarray.set_attributes(1, hue_offsets);
primarray.set_attributes(2, tex1_coords);
gc.set_texture(0, current_texture);
gc.set_program_object(program, cl_program_matrix_modelview_projection);
gc.draw_primitives(cl_triangles, fill_position, primarray);
gc.reset_program_object();
gc.reset_texture(0);
fill_position = 0;
current_texture = CL_Texture();
}
}
示例10: end
void ShaderImpl::end(CL_GraphicContext &p_gc)
{
G_ASSERT(m_initialized);
G_ASSERT(m_began);
// detach frame buffer
p_gc.reset_frame_buffer();
m_frameBuffer.detach_color_buffer(0, m_texture);
// prepare shader
m_program.set_uniform1i("tex", 0);
m_program.set_uniform1i("textureWidth", m_drawRect.get_width());
m_program.set_uniform1i("textureHeight", m_drawRect.get_height());
m_parent->setUniforms(m_program);
// draw texture using shader
p_gc.set_modelview(CL_Mat4f::identity());
p_gc.mult_translate(m_drawRect.left, m_drawRect.top);
p_gc.mult_scale(m_drawRect.get_width(), m_drawRect.get_height());
p_gc.set_texture(0, m_texture);
p_gc.set_program_object(m_program);
p_gc.draw_primitives(cl_quads, 4, m_quad);
p_gc.reset_program_object();
p_gc.reset_texture(0);
#if defined(DRAW_WIREFRAME)
CL_Draw::line(p_gc, 0, 0, 1, 0, CL_Colorf::red);
CL_Draw::line(p_gc, 1, 0, 1, 1, CL_Colorf::red);
CL_Draw::line(p_gc, 1, 1, 0, 1, CL_Colorf::red);
CL_Draw::line(p_gc, 0, 1, 0, 0, CL_Colorf::red);
#endif // DRAW_WIREFRAME
// reset modelview matrix
p_gc.pop_modelview();
m_began = false;
}
示例11: texture
void CL_Draw::texture(
CL_GraphicContext &gc,
const CL_Texture &texture,
const CL_Quadf &quad,
const CL_Colorf &color,
const CL_Rectf &texture_unit1_coords)
{
CL_Vec2f positions[6] =
{
CL_Vec2f(quad.p),
CL_Vec2f(quad.q),
CL_Vec2f(quad.s),
CL_Vec2f(quad.q),
CL_Vec2f(quad.s),
CL_Vec2f(quad.r)
};
CL_Vec2f tex1_coords[6] =
{
CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
};
CL_PrimitivesArray prim_array(gc);
prim_array.set_attributes(0, positions);
prim_array.set_attribute(1, color);
prim_array.set_attributes(2, tex1_coords);
gc.set_texture(0, texture);
gc.set_program_object(cl_program_single_texture);
gc.draw_primitives(cl_triangles, 6, prim_array);
gc.reset_program_object();
gc.reset_texture(0);
}
示例12: draw
void Sandpit::draw(CL_GraphicContext &p_gc)
{
assert(m_built);
if (m_texture.is_null()) {
// create texture
m_texture = CL_SharedPtr<CL_Texture>(
new CL_Texture(
p_gc,
m_pixelData->get_width(), m_pixelData->get_height()
)
);
m_texture->set_image(*m_pixelData);
}
p_gc.set_texture(0, *m_texture);
CL_Rectf drawRect(0, 0, m_pixelData->get_width(), m_pixelData->get_height());
p_gc.push_translate(m_position.x, m_position.y);
CL_Draw::texture(p_gc, drawRect, CL_Colorf::white);
p_gc.pop_modelview();
}
示例13: render_texture
void HSV::render_texture(CL_GraphicContext &gc, CL_ProgramObject &program, CL_Texture &texture, float hue_offset)
{
CL_Rectf rect(0.0f, 0.0f, (float)gc.get_width(), (float)gc.get_height());
CL_Rectf texture_unit1_coords(0.0f, 0.0f, 1.0f, 1.0f);
CL_Vec2f positions[6] =
{
CL_Vec2f(rect.left, rect.top),
CL_Vec2f(rect.right, rect.top),
CL_Vec2f(rect.left, rect.bottom),
CL_Vec2f(rect.right, rect.top),
CL_Vec2f(rect.left, rect.bottom),
CL_Vec2f(rect.right, rect.bottom)
};
CL_Vec2f tex1_coords[6] =
{
CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
};
CL_PrimitivesArray primarray(gc);
primarray.set_attributes(0, positions);
primarray.set_attribute(1, CL_Vec1f(hue_offset));
primarray.set_attributes(2, tex1_coords);
gc.set_texture(0, texture);
gc.set_program_object(program, cl_program_matrix_modelview_projection);
gc.draw_primitives(cl_triangles, 6, primarray);
gc.reset_program_object();
gc.reset_texture(0);
}
示例14: start
//.........这里部分代码省略.........
cl1Enable(GL_NORMALIZE);
#endif
#ifdef USE_OPENGL_2
Shader shader(gc);
#endif
// Create the objects
aiSetImportPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,89.53f);
const struct aiScene* scene_teapot = aiImportFile("../Clan3D/Resources/teapot.dae",aiProcessPreset_TargetRealtime_MaxQuality);
if (!scene_teapot)
throw CL_Exception("Cannot load the teapot model");
const struct aiScene* scene_clanlib = aiImportFile("../Clan3D/Resources/clanlib.dae",aiProcessPreset_TargetRealtime_MaxQuality);
if (!scene_clanlib)
throw CL_Exception("Cannot load the clanlib model");
const struct aiScene* scene_tuxball = aiImportFile("../Clan3D/Resources/tux_ball.dae",aiProcessPreset_TargetRealtime_MaxQuality | aiProcess_FlipUVs);
if (!scene_tuxball)
throw CL_Exception("Cannot load the tux ball model");
// Load the texture
CL_Texture tux(gc, "../Clan3D/Resources/tux.png");
float angle = 0.0f;
// Run until someone presses escape
while (!quit)
{
CL_Mat4f perp = CL_Mat4f::perspective(45.0f, ((float) gc.get_width()) / ((float) gc.get_height()), 0.1f, 1000.0f);
gc.set_projection(perp);
gc.clear(CL_Colorf::black);
gc.clear_depth(1.0f);
angle += 1.0f;
if (angle >= 360.0f)
angle -= 360.0f;
#ifdef USE_OPENGL_2
shader.Set(gc);
shader.Use(gc);
#else
gc.set_program_object(cl_program_color_only);
#endif
CL_PrimitivesArray prim_array(gc);
gc.set_modelview(CL_Mat4f::identity());
gc.mult_scale(1.0f,1.0f, -1.0f); // So +'ve Z goes into the screen
gc.mult_translate(0.0f, 0.0f, 2.0f);
gc.mult_rotate(CL_Angle(angle, cl_degrees), 0.0f, 1.0f, 0.0f, false);
gc.push_modelview();
recursive_render(gc, scene_teapot, scene_teapot->mRootNode, false);
gc.pop_modelview();
gc.push_modelview();
gc.mult_scale(0.5f, 0.5f, 0.5f);
gc.mult_translate(0.0f, -0.5f, 0.0f);
recursive_render(gc, scene_clanlib, scene_clanlib->mRootNode, false);
gc.pop_modelview();
#ifdef USE_OPENGL_2
shader.Set(gc, 0);
shader.Use(gc);
#else
gc.set_program_object(cl_program_single_texture);
#endif
gc.set_texture(0, tux);
gc.set_modelview(CL_Mat4f::identity());
gc.mult_scale(1.0f,1.0f, -1.0f); // So +'ve Z goes into the screen
gc.mult_translate(0.7f, 0.5f, 2.0f);
gc.mult_scale(0.05f, 0.05f, 0.05f);
gc.mult_rotate(CL_Angle(angle * 4.0f, cl_degrees), 0.0f, 1.0f, 0.0f, false);
recursive_render(gc, scene_tuxball, scene_tuxball->mRootNode, true);
gc.reset_texture(0);
gc.reset_program_object();
// Flip the display, showing on the screen what we have drawed
// since last call to flip()
window.flip(1);
// This call processes user input and other events
CL_KeepAlive::process();
}
aiReleaseImport(scene_tuxball);
aiReleaseImport(scene_clanlib);
aiReleaseImport(scene_teapot);
aiDetachAllLogStreams();
return 0;
}
示例15: render
void ContainerRenderer::render(CL_GraphicContext& gc) {
renderQueue_->preRender();
gc.clear(CL_Colorf(0.f, 0.f, 0.f, 0.f));
boost::shared_ptr<CL_ProgramObject> shader = ui::Manager::getShaderManager()->getGumpShader();
gc.set_program_object(*shader, cl_program_matrix_modelview_projection);
CL_Texture huesTexture = data::Manager::getHuesLoader()->getHuesTexture();
gc.set_texture(0, huesTexture);
// set texture unit 1 active to avoid overriding the hue texture with newly loaded object textures
gc.set_texture(1, huesTexture);
shader->set_uniform1i("HueTexture", 0);
shader->set_uniform1i("ObjectTexture", 1);
RenderQueue::const_iterator igIter = renderQueue_->begin();
RenderQueue::const_iterator igEnd = renderQueue_->end();
CL_Vec2f vertexCoords[6];
bool renderingComplete = true;
// draw background container texture
boost::shared_ptr<ui::Texture> bgTex = containerView_->getBackgroundTexture();
if (bgTex && bgTex->isReadComplete()) {
CL_Vec3f hueInfo(0, 0, 1);
CL_Rectf rect(0, 0, CL_Sizef(bgTex->getWidth(), bgTex->getHeight()));
vertexCoords[0] = CL_Vec2f(rect.left, rect.top);
vertexCoords[1] = CL_Vec2f(rect.right, rect.top);
vertexCoords[2] = CL_Vec2f(rect.left, rect.bottom);
vertexCoords[3] = CL_Vec2f(rect.right, rect.top);
vertexCoords[4] = CL_Vec2f(rect.left, rect.bottom);
vertexCoords[5] = CL_Vec2f(rect.right, rect.bottom);
CL_Rectf texCoordHelper = bgTex->getNormalizedTextureCoords();
CL_Vec2f texCoords[6] = {
CL_Vec2f(texCoordHelper.left, texCoordHelper.top),
CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
CL_Vec2f(texCoordHelper.right, texCoordHelper.bottom)
};
CL_PrimitivesArray primarray(gc);
primarray.set_attributes(0, vertexCoords);
primarray.set_attributes(1, texCoords);
primarray.set_attribute(2, hueInfo);
gc.set_texture(1, bgTex->getTexture());
gc.draw_primitives(cl_triangles, 6, primarray);
} else {
renderingComplete = false;
}
for (; igIter != igEnd; ++igIter) {
boost::shared_ptr<world::IngameObject> curObj = *igIter;
// just items in a container
if (!curObj->isDynamicItem()) {
continue;
}
// check if texture is ready to be drawn
boost::shared_ptr<ui::Texture> tex = curObj->getIngameTexture();
if (!tex) {
continue;
}
if (!tex->isReadComplete()) {
renderingComplete = false;
continue;
}
CL_Rectf rect(curObj->getLocXDraw(), curObj->getLocYDraw(), CL_Sizef(tex->getWidth(), tex->getHeight()));
vertexCoords[0] = CL_Vec2f(rect.left, rect.top);
vertexCoords[1] = CL_Vec2f(rect.right, rect.top);
vertexCoords[2] = CL_Vec2f(rect.left, rect.bottom);
vertexCoords[3] = CL_Vec2f(rect.right, rect.top);
vertexCoords[4] = CL_Vec2f(rect.left, rect.bottom);
vertexCoords[5] = CL_Vec2f(rect.right, rect.bottom);
CL_Rectf texCoordHelper = tex->getNormalizedTextureCoords();
CL_Vec2f texCoords[6] = {
CL_Vec2f(texCoordHelper.left, texCoordHelper.top),
CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
CL_Vec2f(texCoordHelper.right, texCoordHelper.bottom)
};
//.........这里部分代码省略.........