本文整理汇总了Java中com.jogamp.opengl.GL2.glBindTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glBindTexture方法的具体用法?Java GL2.glBindTexture怎么用?Java GL2.glBindTexture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com.jogamp.opengl.GL2
的用法示例。
在下文中一共展示了GL2.glBindTexture方法的5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Java代码示例。
示例1: dispose
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
public void dispose(GL2 gl){
//deatach shader
gl.glUseProgram(0);
//deattach textures
gl.glBindTexture(GL2.GL_TEXTURE_2D, 0);
gl.glBindTexture(GL2.GL_TEXTURE_3D, 0);
//relase shaders and textures
Resources.get().releaseResources(gl);
}
示例2: activateTexture
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
public void activateTexture(GL2 gl) {
gl.glBindTexture(oglTextureType, oglTextureID);
}
示例3: deactivateTexture
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
public void deactivateTexture(GL2 gl) {
gl.glBindTexture(oglTextureType,0);
}
示例4: activateTexture
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/**
* use TextureManager.enableTexture(key)
*/
@Override
public void activateTexture(GL2 gl) {
gl.glBindTexture(GL2.GL_TEXTURE_CUBE_MAP, this.oglTextureID);
}
示例5: render
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
protected void render(GL2 gl, int canvaswidth, int canvasheight) {
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
// Draw a quad textured with the map image.
float textureHeight = mapTexture.getHeight();
float textureWidth = mapTexture.getWidth();
float aspect = textureHeight / textureWidth;
float height = canvasheight;
float width = height / aspect;
gl.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glColor3f(1, 1, 1);
gl.glBegin(GL2.GL_POLYGON);
gl.glTexCoord2f(0, 0);
gl.glVertex2f(0, 0);
gl.glTexCoord2f(1, 0);
gl.glVertex2f(width, 0);
gl.glTexCoord2f(1, 1);
gl.glVertex2f(width, height);
gl.glTexCoord2f(0, 1);
gl.glVertex2f(0, height);
gl.glEnd();
gl.glBindTexture(GL_TEXTURE_2D, 0);
// Draw river
double elapsed = System.currentTimeMillis() - start_time;
int current_frame_index = Math.min(data_points.length - 1,
(int) (elapsed / ms_per_day));
// We're going to interpolate in time between samples
double tween = (elapsed - current_frame_index * ms_per_day) / ms_per_day;
double depths[] = data_points[current_frame_index];
double next_depths[] = data_points[Math.min(current_frame_index + 1, data_points.length - 1)];
// The river's course
int course[][] = {{298, 2}, {291, 7}, {284, 10}, {281, 17}, {278, 24}, {277, 33}, {275, 40}, {273, 48}, {270, 56}, {264, 62}, {258, 66}, {252, 70}, {246, 74}, {237, 75}, {228, 76}, {222, 81}, {217, 87}, {213, 93}, {209, 100}, {204, 105}, {198, 109}, {193, 114}, {189, 120}, {183, 127}, {178, 133}, {172, 137}, {165, 140}, {159, 145}, {154, 150}, {150, 157}, {148, 165}, {145, 173}, {141, 180}, {138, 188}, {134, 196}, {129, 202}, {125, 209}, {120, 216}, {114, 222}, {109, 227}, {102, 230}, {94, 233}, {87, 236}, {81, 240}, {74, 243}, {68, 247}, {61, 250}, {56, 255}, {52, 261}, {47, 267}, {41, 271}, {35, 276}, {28, 279}, {23, 284}, {19, 290}, {17, 299}, {16, 308}, {14, 317}, {8, 322}, {4, 328}, {5, 337}, {9, 343}, {9, 344}, {9, 345}, {9, 346}, {9, 347}, {9, 348}, {9, 349}, {9, 350}};
gl.glLineWidth(20);
gl.glBegin(GL2.GL_LINE_STRIP);
for (int i = 0; i < course.length; ++i) {
int station = (int) Math.floor(3 * (double) i / course.length);
double shade = ((1 - tween) * depths[station] + tween * next_depths[station]) / 30;
double redgreen = Math.max(0, 1.75 * shade - 1);
double blue = shade * 2;
gl.glColor3d(redgreen, redgreen, blue);
gl.glVertex2d(width * (course[i][0]) / textureWidth,
height * (course[i][1]) / textureHeight);
}
gl.glEnd();
}