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C# WebGLRenderingContext.bindTexture方法代码示例

本文整理汇总了C#中WebGLRenderingContext.bindTexture方法的典型用法代码示例。如果您正苦于以下问题:C# WebGLRenderingContext.bindTexture方法的具体用法?C# WebGLRenderingContext.bindTexture怎么用?C# WebGLRenderingContext.bindTexture使用的例子?那么恭喜您, 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WebGLRenderingContext的用法示例。


在下文中一共展示了WebGLRenderingContext.bindTexture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: Application


//.........这里部分代码省略.........



            #region AtResize
            Action AtResize =
                delegate
                {
                    gl_viewportWidth = Native.window.Width;
                    gl_viewportHeight = Native.window.Height;

                    canvas.style.SetLocation(0, 0, gl_viewportWidth, gl_viewportHeight);

                    canvas.width = gl_viewportWidth;
                    canvas.height = gl_viewportHeight;
                };

            Native.window.onresize +=
                e =>
                {
                    AtResize();
                };
            AtResize();
            #endregion



            new HTML.Images.FromAssets.star().InvokeOnComplete(
               texture_image =>
               {
                   var starTexture = gl.createTexture();

                   #region handleLoadedTexture
                   gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                   gl.bindTexture(gl.TEXTURE_2D, starTexture);
                   gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_image);
                   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR);

                   gl.bindTexture(gl.TEXTURE_2D, null);
                   #endregion

                   #region drawStar
                   Action drawStar = () =>
                   {
                       gl.activeTexture(gl.TEXTURE0);
                       gl.bindTexture(gl.TEXTURE_2D, starTexture);
                       gl.uniform1i(shaderProgram_samplerUniform, 0);

                       gl.bindBuffer(gl.ARRAY_BUFFER, starVertexTextureCoordBuffer);
                       gl.vertexAttribPointer((uint)shaderProgram_textureCoordAttribute, starVertexTextureCoordBuffer_itemSize, gl.FLOAT, false, 0, 0);

                       gl.bindBuffer(gl.ARRAY_BUFFER, starVertexPositionBuffer);
                       gl.vertexAttribPointer((uint)shaderProgram_vertexPositionAttribute, starVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0);

                       setMatrixUniforms();
                       gl.drawArrays(gl.TRIANGLE_STRIP, 0, starVertexPositionBuffer_numItems);
                   };
                   #endregion

                   #region drawScene
                   Action drawScene = delegate
                   {
                       gl.viewport(0, 0, gl_viewportWidth, gl_viewportHeight);
                       gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

                       glMatrix.mat4.perspective(45, gl_viewportWidth / gl_viewportHeight, 0.1f, 100.0f, pMatrix);
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例2: Application


//.........这里部分代码省略.........
                    // keep at it...
                    //Native.Document.exitPointerLock();
                };
            #endregion

            #region AtResize
            Action AtResize =
                delegate
                {
                    gl_viewportWidth = Native.window.Width;
                    gl_viewportHeight = Native.window.Height;

                    canvas.style.SetLocation(0, 0, gl_viewportWidth, gl_viewportHeight);

                    canvas.width = gl_viewportWidth;
                    canvas.height = gl_viewportHeight;
                };

            Native.window.onresize +=
                e =>
                {
                    AtResize();
                };
            AtResize();
            #endregion


            new HTML.Images.FromAssets.mud().InvokeOnComplete(
                mud =>
                {
                    var mudTexture = gl.createTexture();

                    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                    gl.bindTexture(gl.TEXTURE_2D, mudTexture);
                    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, mud);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR);

                    gl.bindTexture(gl.TEXTURE_2D, null);




                    Func<string, f> parseFloat = x => (f)double.Parse(x);

                    var lines = data.Split('\n');
                    var vertexCount = 0;
                    var vertexPositions = new List<f>();
                    var vertexTextureCoords = new List<f>();
                    foreach (var i in lines)
                    {
                        var vals = i.Trim().Replace("   ", "  ").Replace("  ", " ").Split(' ');

                        if (vals.Length == 5)
                            if (vals[0] != "//")
                            {
                                // It is a line describing a vertex; get X, Y and Z first
                                vertexPositions.Add(parseFloat(vals[0]));
                                vertexPositions.Add(parseFloat(vals[1]));
                                vertexPositions.Add(parseFloat(vals[2]));

                                // And then the texture coords
                                vertexTextureCoords.Add(parseFloat(vals[3]));
                                vertexTextureCoords.Add(parseFloat(vals[4]));

                                vertexCount += 1;
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例3: InitializeContent


//.........这里部分代码省略.........
                crate =>
                    // await moon
                    new HTML.Images.FromAssets.moon().InvokeOnComplete(
                        moon =>
                        {

                            #region setMatrixUniforms
                            Action setMatrixUniforms =
                                delegate
                                {
                                    #region [uniform] mat4 uPMatrix <- pMatrix
                                    gl.uniformMatrix4fv(currentProgram.pMatrixUniform, false, pMatrix);
                                    #endregion

                                    #region [uniform] mat4 uMVMatrix <- mvMatrix
                                    gl.uniformMatrix4fv(currentProgram.mvMatrixUniform, false, mvMatrix);
                                    #endregion

                                    var normalMatrix = glMatrix.mat3.create();
                                    glMatrix.mat4.toInverseMat3(mvMatrix, normalMatrix);
                                    glMatrix.mat3.transpose(normalMatrix);

                                    #region [uniform] mat3 uNMatrix <- normalMatrix
                                    gl.uniformMatrix3fv(currentProgram.nMatrixUniform, false, normalMatrix);
                                    #endregion
                                };
                            #endregion


                            #region handleLoadedTexture
                            Action<WebGLTexture, IHTMLImage> handleLoadedTexture = (texture, texture_image) =>
                            {
                                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                                gl.bindTexture(gl.TEXTURE_2D, texture);
                                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_image);
                                gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                                gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
                                // INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size 
                                gl.generateMipmap(gl.TEXTURE_2D);

                                gl.bindTexture(gl.TEXTURE_2D, null);
                            };
                            #endregion

                            var crateTexture = gl.createTexture();
                            handleLoadedTexture(crateTexture, crate);

                            var moonTexture = gl.createTexture();
                            handleLoadedTexture(moonTexture, moon);



                            #region initTextureFramebuffer
                            var rttFramebuffer = gl.createFramebuffer();
                            gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
                            var rttFramebuffer_width = 512;
                            var rttFramebuffer_height = 512;

                            var rttTexture = gl.createTexture();
                            gl.bindTexture(gl.TEXTURE_2D, rttTexture);
                            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
                            gl.generateMipmap(gl.TEXTURE_2D);

                            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer_width, rttFramebuffer_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:66,代码来源:Application.cs

示例4: Application


//.........这里部分代码省略.........
                               //canvasPY.rotate((float)(-Math.PI / 2));
                               canvasPY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, size, size);
                               //canvasPY.restore();


                               renderer0.render(scene, cameraNY);
                               //canvasNY.save();
                               //canvasNY.translate(size, 0);
                               //canvasNY.rotate((float)(Math.PI / 2));
                               canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, size, size);
                               //canvasNY.restore();
                               // ?
                               #endregion


                               //renderer0.render(scene, cameraPX);


                               //rendererPY.render(scene, cameraPY);

                               // at this point we should be able to render the sphere texture

                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                               //var cube0 = new IHTMLImage[] {
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                               //};

                               new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                               }.WithEachIndex(
                                   (img, index) =>
                                   {
                                       gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                       //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                       gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                                       // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                                       // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                                       gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                                   }
                                );


                               pass.Paint_Image(
                                     0,

                                     0,
                                     0,
                                     0,
                                     0
                                //,

                                // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                                );

                               //paintsw.Stop();


                               // what does it do?
                               gl.flush();

                           };


                   }
               );


            #endregion



            Console.WriteLine("do you see it?");
        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例5: Application


//.........这里部分代码省略.........
                               //canvasPY.rotate((float)(-Math.PI / 2));
                               canvasPY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasPY.restore();


                               renderer0.render(scene, cameraNY);
                               //canvasNY.save();
                               //canvasNY.translate(size, 0);
                               //canvasNY.rotate((float)(Math.PI / 2));
                               canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasNY.restore();
                               // ?
                               #endregion


                               //renderer0.render(scene, cameraPX);


                               //rendererPY.render(scene, cameraPY);

                               // at this point we should be able to render the sphere texture

                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                               //var cube0 = new IHTMLImage[] {
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                               //};

                               new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                               }.WithEachIndex(
                                   (img, index) =>
                                   {
                                       gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                       //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                       gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                                       // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                                       // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                                       gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                                   }
                                );


                               pass.Paint_Image(
                                     0,

                                     0,
                                     0,
                                     0,
                                     0
                                   //,

                                // gl_FragCoord
                                   // cannot be scaled, and can be referenced directly.
                                   // need another way to scale
                                   //zoom: 0.3f
                                );

                               //paintsw.Stop();


                               // what does it do?
                               gl.flush();

                           };


                   }
               );


            #endregion



            Console.WriteLine("do you see it?");
        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例6: Application

        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IDefault page = null)
        {
            // view-source:http://mrdoob.com/lab/javascript/webgl/glsl/04/

            var time = new Stopwatch();
            time.Start();

            var parameters_screenWidth = 0;
            var parameters_screenHeight = 0;

            var gl = new WebGLRenderingContext();
            var canvas = gl.canvas.AttachToDocument();


            #region IsDisposed
            var IsDisposed = false;

            Dispose = delegate
            {
                if (IsDisposed)
                    return;

                IsDisposed = true;

                canvas.Orphanize();
            };
            #endregion

            // Create Vertex buffer (2 triangles)

            var buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f), gl.STATIC_DRAW);

            // Create Program


            var program = gl.createProgram(
                new DisturbVertexShader(),
                new DisturbFragmentShader()
            );

            gl.linkProgram(program);
            gl.useProgram(program);


            #region loadTexture
            Action<IHTMLImage, WebGLTexture> loadTexture =
                async (image, texture_) =>
                {
                    await image;


                    gl.enable(gl.TEXTURE_2D);
                    gl.bindTexture(gl.TEXTURE_2D, texture_);
                    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_LINEAR);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, (int)gl.REPEAT);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, (int)gl.REPEAT);
                    gl.generateMipmap(gl.TEXTURE_2D);
                    gl.bindTexture(gl.TEXTURE_2D, null);

                };
            #endregion


            var texture = gl.createTexture();

            loadTexture(new HTML.Images.FromAssets.disturb(), texture);


            var vertexPositionLocation = default(long);
            var textureLocation = default(WebGLUniformLocation);

            #region resize
            Action resize = delegate
            {
                canvas.style.SetLocation(0, 0);

                canvas.width = Native.window.Width;
                canvas.height = Native.window.Height;

                parameters_screenWidth = canvas.width;
                parameters_screenHeight = canvas.height;

                gl.viewport(0, 0, canvas.width, canvas.height);
            };

            Native.window.onresize +=
                delegate
                {
                    if (IsDisposed)
                        return;

                    resize();
//.........这里部分代码省略.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例7: Application


//.........这里部分代码省略.........
                                    indexData.Add((ushort)(first + 1));
                                }
                            }

                            var moonVertexNormalBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData.ToArray()), gl.STATIC_DRAW);
                            var moonVertexNormalBuffer_itemSize = 3;
                            var moonVertexNormalBuffer_numItems = normalData.Count / 3;

                            var moonVertexTextureCoordBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData.ToArray()), gl.STATIC_DRAW);
                            var moonVertexTextureCoordBuffer_itemSize = 2;
                            var moonVertexTextureCoordBuffer_numItems = textureCoordData.Count / 2;

                            var moonVertexPositionBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData.ToArray()), gl.STATIC_DRAW);
                            var moonVertexPositionBuffer_itemSize = 3;
                            var moonVertexPositionBuffer_numItems = vertexPositionData.Count / 3;

                            var moonVertexIndexBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
                            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData.ToArray()), gl.STREAM_DRAW);
                            var moonVertexIndexBuffer_itemSize = 1;
                            var moonVertexIndexBuffer_numItems = indexData.Count;
                            #endregion

                            #region handleLoadedTexture
                            Action<WebGLTexture, IHTMLImage> handleLoadedTexture = (texture, texture_image) =>
                            {
                                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                                gl.bindTexture(gl.TEXTURE_2D, texture);
                                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_image);
                                gl.texParameteri((uint)gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                                gl.texParameteri((uint)gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
                                gl.generateMipmap(gl.TEXTURE_2D);

                                gl.bindTexture(gl.TEXTURE_2D, null);
                            };
                            #endregion

                            var moonTexture = gl.createTexture();
                            handleLoadedTexture(moonTexture, moon);


                            var crateTexture = gl.createTexture();
                            handleLoadedTexture(crateTexture, crate);




                            gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
                            gl.enable(gl.DEPTH_TEST);

                            var moonAngle = 180f;
                            var cubeAngle = 0f;

                            var lastTime = 0L;

                            #region animate
                            Action animate = () =>
                            {
                                var timeNow = new IDate().getTime();
                                if (lastTime != 0)
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例8: Application


//.........这里部分代码省略.........
                            //renderer0.render(scene, cameraPX);


                            //rendererPY.render(scene, cameraPY);

                            // at this point we should be able to render the sphere texture

                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                            //var cube0 = new IHTMLImage[] {
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                            //};

                            new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                            }.WithEachIndex(
                             (img, index) =>
                             {
                                 gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                 //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                                 // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                                 // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                                 //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                                 //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                                 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                             }
                          );


                            //if (cameraz.valueAsNumber == 0)
                            gl.clearColor(0, 0, 0, 0);
                            //else
                            //gl4K.clearColor(0, 0, 0, 1);

                            gl.clear(gl.COLOR_BUFFER_BIT);


                            // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                            pass.Paint_Image(
                               0,

                               0,
                               0,
                               0,
                               0
                                //,

                          // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                          );

                            //paintsw.Stop();


                            // what does it do?
                            gl.flush();

                            // let render man know..
                            if (vsync != null)
                                if (!vsync.Task.IsCompleted)
                                    vsync.SetResult(null);
                        };





                    Console.WriteLine("do you see it?");

                }
           );




        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例9: Application


//.........这里部分代码省略.........
                                    gl.uniformMatrix4fv(currentProgram.pMatrixUniform, false, pMatrix);
                                    #endregion

                                    #region [uniform] mat4 uMVMatrix <- mvMatrix
                                    gl.uniformMatrix4fv(currentProgram.mvMatrixUniform, false, mvMatrix);
                                    #endregion

                                    var normalMatrix = glMatrix.mat3.create();
                                    glMatrix.mat4.toInverseMat3(mvMatrix, normalMatrix);
                                    glMatrix.mat3.transpose(normalMatrix);

                                    #region [uniform] mat3 uNMatrix <- normalMatrix
                                    gl.uniformMatrix3fv(currentProgram.nMatrixUniform, false, normalMatrix);
                                    #endregion
                                };
                            #endregion













                            #region handleLoadedTexture
                            Action<WebGLTexture, IHTMLImage> handleLoadedTexture = (texture, texture_image) =>
                            {
                                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                                gl.bindTexture(gl.TEXTURE_2D, texture);
                                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_image);
                                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
                                gl.generateMipmap(gl.TEXTURE_2D);

                                gl.bindTexture(gl.TEXTURE_2D, null);
                            };
                            #endregion




                            var earthTexture = gl.createTexture();
                            handleLoadedTexture(earthTexture, earth);


                            var galvanizedTexture = gl.createTexture();
                            handleLoadedTexture(galvanizedTexture, metal);


                            new WebGLLesson14.Data.Teapot().Content.AttachToDocument().onload +=
                                delegate
                                {

                                    #region loadTeapot
                                    var teapotData = Application.Teapot;

                                    var teapotVertexNormalBuffer = gl.createBuffer();
                                    gl.bindBuffer(gl.ARRAY_BUFFER, teapotVertexNormalBuffer);
                                    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapotData.vertexNormals), gl.STATIC_DRAW);
                                    var teapotVertexNormalBuffer_itemSize = 3;
                                    var teapotVertexNormalBuffer_numItems = teapotData.vertexNormals.Length / 3;
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例10: Application


//.........这里部分代码省略.........


                               renderer0.render(scene, cameraNY);
                               //canvasNY.save();
                               //canvasNY.translate(size, 0);
                               //canvasNY.rotate((float)(Math.PI / 2));
                               canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasNY.restore();
                               // ?
                               #endregion


                               //renderer0.render(scene, cameraPX);


                               //rendererPY.render(scene, cameraPY);

                               // at this point we should be able to render the sphere texture

                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                               //var cube0 = new IHTMLImage[] {
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                               //};

                               new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                               }.WithEachIndex(
                                   (img, index) =>
                                   {
                                       gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                       //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                       gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                                       // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                                       // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                                       gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                                   }
                                );

                               // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                               pass.Paint_Image(
                                     0,

                                     0,
                                     0,
                                     0,
                                     0
                                //,

                                // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                                );

                               //paintsw.Stop();


                               // what does it do?
                               gl.flush();

                               // let render man know..
                               if (vsync != null)
                                   if (!vsync.Task.IsCompleted)
                                       vsync.SetResult(null);
                           };


                   }
               );





            Console.WriteLine("do you see it?");
        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例11: Application


//.........这里部分代码省略.........

                            //rendererPY.render(scene, cameraPY);

                            // at this point we should be able to render the sphere texture

                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                            //var cube0 = new IHTMLImage[] {
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                            //};

                            #region Paint_Image
                            new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                        }.WithEachIndex(
                         (img, index) =>
                         {
                             gl4K.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                             //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                             gl4K.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                             // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                             // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                             //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                             //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                             gl4K.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                         }
                      );


                            // http://stackoverflow.com/questions/11544608/how-to-clear-a-rectangle-area-in-webgl

                            if (cameraz.valueAsNumber == 0)
                                gl4K.clearColor(0, 0, 0, 0);
                            else
                                gl4K.clearColor(0, 0, 0, 1);

                            gl4K.clear(gl.COLOR_BUFFER_BIT);

                            // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                            pass.Paint_Image(
                           0,

                           0,
                           0,
                           0,
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例12: Application


//.........这里部分代码省略.........


                               renderer0.render(scene, cameraNY);
                               //canvasNY.save();
                               //canvasNY.translate(size, 0);
                               //canvasNY.rotate((float)(Math.PI / 2));
                               canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                               //canvasNY.restore();
                               // ?
                               #endregion


                               //renderer0.render(scene, cameraPX);


                               //rendererPY.render(scene, cameraPY);

                               // at this point we should be able to render the sphere texture

                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                               //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                               //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                               //var cube0 = new IHTMLImage[] {
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                               //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                               //};

                               new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                               }.WithEachIndex(
                                   (img, index) =>
                                   {
                                       gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                       //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                       gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

                                       // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true

                                       // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                                       //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);

                                       gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                                   }
                                );

                               // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                               pass.Paint_Image(
                                     0,

                                     0,
                                     0,
                                     0,
                                     0
                                //,

                                // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                                );

                               //paintsw.Stop();


                               // what does it do?
                               gl.flush();

                               // let render man know..
                               if (vsync != null)
                                   if (!vsync.Task.IsCompleted)
                                       vsync.SetResult(null);
                           };


                   }
               );





            Console.WriteLine("do you see it?");
        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例13: Application


//.........这里部分代码省略.........
                earth =>
                    // await earth_specular
                    new HTML.Images.FromAssets.earth_specular().InvokeOnComplete(
                        earth_specular =>
                        {

                            #region setMatrixUniforms
                            Action setMatrixUniforms =
                                delegate
                                {
                                    #region [uniform] mat4 uPMatrix <- pMatrix
                                    gl.uniformMatrix4fv(currentProgram.pMatrixUniform, false, pMatrix);
                                    #endregion

                                    #region [uniform] mat4 uMVMatrix <- mvMatrix
                                    gl.uniformMatrix4fv(currentProgram.mvMatrixUniform, false, mvMatrix);
                                    #endregion

                                    var normalMatrix = glMatrix.mat3.create();
                                    glMatrix.mat4.toInverseMat3(mvMatrix, normalMatrix);
                                    glMatrix.mat3.transpose(normalMatrix);

                                    #region [uniform] mat3 uNMatrix <- normalMatrix
                                    gl.uniformMatrix3fv(currentProgram.nMatrixUniform, false, normalMatrix);
                                    #endregion
                                };
                            #endregion


                            #region handleLoadedTexture
                            Action<WebGLTexture, IHTMLImage> handleLoadedTexture = (texture, texture_image) =>
                            {
                                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                                gl.bindTexture(gl.TEXTURE_2D, texture);
                                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_image);
                                gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                                gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
                                gl.generateMipmap(gl.TEXTURE_2D);

                                gl.bindTexture(gl.TEXTURE_2D, null);
                            };
                            #endregion

                            var earthColorMapTexture = gl.createTexture();
                            handleLoadedTexture(earthColorMapTexture, earth);

                            var earthSpecularMapTexture = gl.createTexture();
                            handleLoadedTexture(earthSpecularMapTexture, earth_specular);

                            #region initBuffers
                            var latitudeBands = 30;
                            var longitudeBands = 30;
                            var radius = 13;

                            var vertexPositionData = new List<f>();
                            var normalData = new List<f>();
                            var textureCoordData = new List<f>();
                            for (var latNumber = 0; latNumber <= latitudeBands; latNumber++)
                            {
                                var theta = latNumber * Math.PI / latitudeBands;
                                var sinTheta = (f)Math.Sin(theta);
                                var cosTheta = (f)Math.Cos(theta);

                                for (var longNumber = 0; longNumber <= longitudeBands; longNumber++)
                                {
                                    var phi = longNumber * 2 * Math.PI / longitudeBands;
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例14: drawObject

        void drawObject(WebGLRenderingContext gl, foo shader, bar @object)
        {
            gl.useProgram(shader.program);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.vertex_buffer);
            gl.vertexAttribPointer((uint)shader.aVertexPosition, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.texturecoord_buffer);
            gl.vertexAttribPointer((uint)shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture1"]);
            gl.uniform1i(shader.u["uSamplerDiffuse1"], 0);

            gl.activeTexture(gl.TEXTURE1);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture2"]);
            gl.uniform1i(shader.u["uSamplerDiffuse2"], 1);

            gl.activeTexture(gl.TEXTURE2);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture3"]);
            gl.uniform1i(shader.u["uSamplerDiffuse3"], 2);

            gl.activeTexture(gl.TEXTURE3);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture4"]);
            gl.uniform1i(shader.u["uSamplerDiffuse4"], 3);

            gl.activeTexture(gl.TEXTURE4);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture5"]);
            gl.uniform1i(shader.u["uSamplerDiffuse5"], 4);

            gl.activeTexture(gl.TEXTURE5);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture6"]);
            gl.uniform1i(shader.u["uSamplerDiffuse6"], 5);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, @object.index_buffer);

            gl.uniformMatrix4fv(shader.u["uProjectionMatrix"], false, shader.PROJECTION_MATRIX);
            gl.uniformMatrix4fv(shader.u["uModelViewMatrix"], false, shader.MV_MATRIX);

            gl.drawElements(gl.TRIANGLES, @object.n_elements, gl.UNSIGNED_SHORT, 0);
        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:41,代码来源:Application.cs

示例15: Application


//.........这里部分代码省略.........
            // WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. 
            tex1i.width = 1024 * 2;
            tex1i.height = 1024 * 2;




            // initTexture new in lesson 05
            var tex0 = gl.createTexture();
            var tex0i = new WebGLSVGAnonymous.HTML.Images.FromAssets.Anonymous_LogosSingleWings();
            //var tex0i = new WebGLSVGAnonymous.HTML.Images.FromAssets.nehe();
            // WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. 
            tex0i.width = 1024 * 2;
            tex0i.height = 1024 * 2;




            tex1i.InvokeOnComplete(
                delegate
                {
                    tex0i.InvokeOnComplete(
                        delegate
                        {
                            // this is a workaround
                            // chrome has a bug where svg textures are merged..
                            var tex1ii = new CanvasRenderingContext2D(1024 * 2, 1024 * 2);

                            tex1ii.drawImage(
                                tex1i, 0, 0, 1024 * 2, 1024 * 2);

                            {
                                gl.activeTexture(gl.TEXTURE1);
                                gl.bindTexture(gl.TEXTURE_2D, tex1);
                                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex1ii.canvas);
                                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST);
                                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST);
                                gl.generateMipmap(gl.TEXTURE_2D);

                                gl.bindTexture(gl.TEXTURE_2D, null);
                            }


                            {
                                gl.activeTexture(gl.TEXTURE0);
                                gl.bindTexture(gl.TEXTURE_2D, tex0);
                                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                                // http://msdn.microsoft.com/en-us/library/ie/dn302435(v=vs.85).aspx
                                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, tex0i);
                                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST);
                                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST);
                                gl.generateMipmap(gl.TEXTURE_2D);
                                gl.bindTexture(gl.TEXTURE_2D, null);
                            }



                            //gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
                            //gl.enable(gl.DEPTH_TEST);
                            gl.enable(gl.BLEND);
                            //gl.enable(gl.CULL_FACE);

                            // http://stackoverflow.com/questions/11521035/blending-with-html-background-in-webgl
                            gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:66,代码来源:Application.cs


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