本文整理汇总了C++中QOpenGLFunctions::glCopyTexImage2D方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions::glCopyTexImage2D方法的具体用法?C++ QOpenGLFunctions::glCopyTexImage2D怎么用?C++ QOpenGLFunctions::glCopyTexImage2D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QOpenGLFunctions
的用法示例。
在下文中一共展示了QOpenGLFunctions::glCopyTexImage2D方法的1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:
void QQuickContext2DFBOTexture::endPainting()
{
QQuickContext2DTexture::endPainting();
// There may not be an FBO due to zero width or height.
if (!m_fbo)
return;
if (m_multisampledFbo)
QOpenGLFramebufferObject::blitFramebuffer(m_fbo, m_multisampledFbo);
if (m_gl) {
/* When rendering happens on the render thread, the fbo's texture is
* used directly for display. If we are on the GUI thread or a
* dedicated Canvas render thread, we need to decouple the FBO from
* the texture we are displaying in the SG rendering thread to avoid
* stalls and read/write issues in the GL pipeline as the FBO's texture
* could then potentially be used in different threads.
*
* We could have gotten away with only one display texture, but this
* would have implied that beginPainting would have to wait for SG
* to release that texture.
*/
if (m_onCustomThread)
m_mutex.lock();
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
if (m_displayTextures[0] == 0) {
m_displayTexture = 1;
funcs->glGenTextures(2, m_displayTextures);
}
m_fbo->bind();
GLuint target = m_displayTexture == 0 ? 1 : 0;
funcs->glBindTexture(GL_TEXTURE_2D, m_displayTextures[target]);
funcs->glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, m_fbo->width(), m_fbo->height(), 0);
if (m_onCustomThread)
m_mutex.unlock();
}
m_fbo->bindDefault();
}