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Java GL11.glTexImage2D方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glTexImage2D方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glTexImage2D方法的具体用法?Java GL11.glTexImage2D怎么用?Java GL11.glTexImage2D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org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glTexImage2D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Java代码示例。

示例1: allocateTexture

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Allocate a new OpenGL texture for caching pre-rendered glyph images. The new texture is initialized to fully transparent
 * white so the individual glyphs images within can have a transparent border between them. The new texture remains bound
 * after returning from the function.
 */
private void allocateTexture() {
	/* Initialize the background to all white but fully transparent. */
	glyphGraphics.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);

	/* Allocate new OpenGL texure */
	texture = GL11.glGenTextures();

	/* Load imageBuffer with pixel data ready for transfer to OpenGL texture */
	updateBuffer(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);

	/*
        * Initialize texture with the now cleared BufferedImage. Using a texture with GL_ALPHA8 internal format may result in
        * faster rendering since the GPU has to only fetch 1 byte per texel instead of 4 with a regular RGBA texture.
        */
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_ALPHA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL11.GL_RGBA,
			GL11.GL_UNSIGNED_BYTE, imageBuffer);

	/* Explicitly disable mipmap support because updateTexture() will only update the base level 0 */
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
}
 
开发者ID:ImpactDevelopment,项目名称:ClientAPI,代码行数:28,代码来源:FontCache.java

示例2: getGLMaximumTextureSize

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Used in the usage snooper.
 */
public static int getGLMaximumTextureSize()
{
    for (int i = 16384; i > 0; i >>= 1)
    {
        GL11.glTexImage2D(GL11.GL_PROXY_TEXTURE_2D, 0, GL11.GL_RGBA, i, i, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer)((ByteBuffer)null));
        int j = GL11.glGetTexLevelParameteri(GL11.GL_PROXY_TEXTURE_2D, 0, GL11.GL_TEXTURE_WIDTH);

        if (j != 0)
        {
            return i;
        }
    }

    return -1;
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:19,代码来源:Minecraft.java

示例3: createTexture

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Creates an OpenGL texture based on a given Image
 * @param id OpenGL reference id to create texture in
 * @param image 
 */
private void createTexture(int id, Image image) {
	// Set as texture 0
	GL13.glActiveTexture(GL13.GL_TEXTURE0);
	
	bind();
	
	// Set pixel storage mode
	GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
	
	// Setup texture
	GL11.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	GL11.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	
	GL11.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.buffer);
	GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
	
	unbind();
}
 
开发者ID:tacocat,项目名称:lambda,代码行数:24,代码来源:Texture.java

示例4: Texture

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public Texture(int width, int height, int minMagFilter, int wrapMode, Bitmap.Format pixelFormat)
{
	this.bitmap = null;

	this.width = width;
	this.height = height;

	this.handle = GL11.glGenTextures();
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.handle);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, minMagFilter);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, minMagFilter);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, wrapMode);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, wrapMode);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D,
			0,
			getInternalTextureFormat(pixelFormat),
			this.width,
			this.height,
			0,
			getTextureFormat(pixelFormat),
			getTextureBufferType(pixelFormat),
			(ByteBuffer) null);
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

	TEXTURES.add(this);
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:27,代码来源:Texture.java

示例5: loadTexture

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static Texture loadTexture(String textureFile) {
		try {
//			InputStream in = TextureLoader.class.getResourceAsStream("/" + textureFile);
			InputStream in = Util.loadInternal(textureFile);
			BufferedImage image = ImageIO.read(in);
			
			int[] pixels = new int[image.getWidth() * image.getHeight()];
			image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
			ByteBuffer buffer = ByteBuffer.allocateDirect(image.getWidth() * image.getHeight() * 4);
			
			for(int h = 0; h < image.getHeight(); h++) {
				for(int w = 0; w < image.getWidth(); w++) {
					int pixel = pixels[h * image.getWidth() + w];
					
					buffer.put((byte) ((pixel >> 16) & 0xFF));
					buffer.put((byte) ((pixel >> 8) & 0xFF));
					buffer.put((byte) (pixel & 0xFF));
					buffer.put((byte) ((pixel >> 24) & 0xFF));
				}
			}
			
			buffer.flip();
			in.close();
			
			int textureID = GL11.glGenTextures();
			GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
			GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
			
			GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_NEAREST);
			GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_MAX_TEXTURE_LOD_BIAS, -1);
			GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
			
			return new Texture(textureID, image.getWidth(), image.getHeight());
		} catch (Exception e) {
			e.printStackTrace();
			
			return null;
		}
	}
 
开发者ID:ComunityEngine,项目名称:CommunityEngine-Java,代码行数:41,代码来源:TextureLoader.java

示例6: indicateStorageType

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void indicateStorageType(int width, int height) {
    if (isDepthAttachment()) {
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, format, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
    } else {
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, format, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
    }
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:8,代码来源:TextureAttachment.java

示例7: allocateMipmapTextures

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void allocateMipmapTextures(int p_allocateMipmapTextures_0_, int p_allocateMipmapTextures_1_, String p_allocateMipmapTextures_2_)
{
    Dimension[] adimension = makeMipmapDimensions(p_allocateMipmapTextures_0_, p_allocateMipmapTextures_1_, p_allocateMipmapTextures_2_);

    for (int i = 0; i < adimension.length; ++i)
    {
        Dimension dimension = adimension[i];
        int j = dimension.width;
        int k = dimension.height;
        int l = i + 1;
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, l, GL11.GL_RGBA, j, k, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (IntBuffer)((IntBuffer)null));
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:14,代码来源:Mipmaps.java

示例8: indicateStorageType

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void indicateStorageType(int width, int height){
	if(isDepthAttachment()){
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, format, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
	}else{
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, format, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
	}
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyWater,代码行数:8,代码来源:TextureAttachment.java

示例9: createDepthTextureAttachment

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private int createDepthTextureAttachment(int width, int height){
	int texture = GL11.glGenTextures();
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT32, width, height,
			0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT,
			texture, 0);
	return texture;
}
 
开发者ID:TheThinMatrix,项目名称:OcclusionQueries,代码行数:12,代码来源:WaterFrameBuffers.java

示例10: UIFont

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public UIFont(String path, float fontHeight){
	ByteBuffer data = ResourceLoader.getBytes(path);
	
	cdata = STBTTBakedChar.malloc(96);
	
	ByteBuffer bitmap = BufferUtils.createByteBuffer(512 * 512);
	STBTruetype.stbtt_BakeFontBitmap(data, 32, bitmap, 512, 512, 32, cdata);
	
	texId = GL11.glGenTextures();
	
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_ALPHA, 512, 512, 0, GL11.GL_ALPHA, GL11.GL_UNSIGNED_BYTE, bitmap);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
}
 
开发者ID:tek256,项目名称:LD38,代码行数:16,代码来源:UIFont.java

示例11: allocateTextureImpl

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void allocateTextureImpl(int p_180600_0_, int p_180600_1_, int p_180600_2_, int p_180600_3_)
{
    Object object = TextureUtil.class;

    if (Reflector.SplashScreen.exists())
    {
        object = Reflector.SplashScreen.getTargetClass();
    }

    synchronized (object)
    {
        deleteTexture(p_180600_0_);
        bindTexture(p_180600_0_);
    }

    if (p_180600_1_ >= 0)
    {
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LEVEL, p_180600_1_);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MIN_LOD, 0.0F);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LOD, (float)p_180600_1_);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0.0F);
    }

    for (int i = 0; i <= p_180600_1_; ++i)
    {
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, i, GL11.GL_RGBA, p_180600_2_ >> i, p_180600_3_ >> i, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (IntBuffer)((IntBuffer)null));
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:29,代码来源:TextureUtil.java

示例12: loadTextureToOpenGL

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected static int loadTextureToOpenGL(TextureData data, TextureBuilder builder) {
	int texID = GL11.glGenTextures();
	GL13.glActiveTexture(GL13.GL_TEXTURE0);
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID);
	GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0, GL12.GL_BGRA,
			GL11.GL_UNSIGNED_BYTE, data.getBuffer());
	if (builder.isMipmap()) {
		GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
		if (builder.isAnisotropic() && GLContext.getCapabilities().GL_EXT_texture_filter_anisotropic) {
			GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0);
			GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT,
					4.0f);
		}
	} else if (builder.isNearest()) {
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
	} else {
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
	}
	if (builder.isClampEdges()) {
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
	} else {
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
	}
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
	return texID;
}
 
开发者ID:TheThinMatrix,项目名称:OpenGL-Animation,代码行数:34,代码来源:TextureUtils.java

示例13: HFNoiseTexture

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public HFNoiseTexture(int width, int height)
{
    byte[] abyte = this.genHFNoiseImage(width, height);
    ByteBuffer bytebuffer = BufferUtils.createByteBuffer(abyte.length);
    bytebuffer.put(abyte);
    bytebuffer.flip();
    GlStateManager.bindTexture(this.texID);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer)bytebuffer);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GlStateManager.bindTexture(0);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:15,代码来源:HFNoiseTexture.java

示例14: createFramebuffer

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void createFramebuffer(int width, int height)
{
    this.framebufferWidth = width;
    this.framebufferHeight = height;
    this.framebufferTextureWidth = width;
    this.framebufferTextureHeight = height;

    if (!OpenGlHelper.isFramebufferEnabled())
    {
        this.framebufferClear();
    }
    else
    {
        this.framebufferObject = OpenGlHelper.glGenFramebuffers();
        this.framebufferTexture = TextureUtil.glGenTextures();

        if (this.useDepth)
        {
            this.depthBuffer = OpenGlHelper.glGenRenderbuffers();
        }

        this.setFramebufferFilter(9728);
        GlStateManager.bindTexture(this.framebufferTexture);
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, this.framebufferTextureWidth, this.framebufferTextureHeight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer)((ByteBuffer)null));
        OpenGlHelper.glBindFramebuffer(OpenGlHelper.GL_FRAMEBUFFER, this.framebufferObject);
        OpenGlHelper.glFramebufferTexture2D(OpenGlHelper.GL_FRAMEBUFFER, OpenGlHelper.GL_COLOR_ATTACHMENT0, 3553, this.framebufferTexture, 0);

        if (this.useDepth)
        {
            OpenGlHelper.glBindRenderbuffer(OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
            OpenGlHelper.glRenderbufferStorage(OpenGlHelper.GL_RENDERBUFFER, 33190, this.framebufferTextureWidth, this.framebufferTextureHeight);
            OpenGlHelper.glFramebufferRenderbuffer(OpenGlHelper.GL_FRAMEBUFFER, OpenGlHelper.GL_DEPTH_ATTACHMENT, OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
        }

        this.framebufferClear();
        this.unbindFramebufferTexture();
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:39,代码来源:Framebuffer.java

示例15: loadTexture

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
public static int loadTexture(String imagename, BufferedImage image) {

	int BYTES_PER_PIXEL = 4;
	int[] pixels = new int[image.getWidth() * image.getHeight()];
	image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());

	ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL);

	for (int y = 0; y < image.getHeight(); y++) {
		for (int x = 0; x < image.getWidth(); x++) {
			int pixel = pixels[y * image.getWidth() + x];
			buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
			buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
			buffer.put((byte) (pixel & 0xFF)); // Blue component
			buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component.
														// Only for RGBA
		}
	}

	buffer.flip(); // FOR THE LOVE OF GOD DO NOT FORGET THIS

	// You now have a ByteBuffer filled with the color data of each pixel.
	// Now just create a texture ID and bind it. Then you can load it using
	// whatever OpenGL method you want, for example:

	int textureID = GL11.glGenTextures(); // Generate texture ID
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); // Bind texture ID
	// Setup wrap mode
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

	// Setup texture scaling filtering
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);

	// Send texel data to OpenGL
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA,
			GL11.GL_UNSIGNED_BYTE, buffer);

	// Return the texture ID so we can bind it later again
	loadedPicture.put(imagename, textureID);
	return textureID;
}
 
开发者ID:PorPit,项目名称:MineCamera,代码行数:45,代码来源:PictureFactory.java


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