本文整理汇总了Java中org.lwjgl.opengl.GL11.glTexParameterf方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glTexParameterf方法的具体用法?Java GL11.glTexParameterf怎么用?Java GL11.glTexParameterf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类org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glTexParameterf方法的9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: 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_)
{
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));
}
}
示例2: setFramebufferFilter
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void setFramebufferFilter(int p_147607_1_)
{
if (OpenGlHelper.isFramebufferEnabled())
{
this.framebufferFilter = p_147607_1_;
GlStateManager.bindTexture(this.framebufferTexture);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, (float)p_147607_1_);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, (float)p_147607_1_);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10496.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10496.0F);
GlStateManager.bindTexture(0);
}
}
示例3: applyAnisotropicLevel
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void applyAnisotropicLevel()
{
if (GLContext.getCapabilities().GL_EXT_texture_filter_anisotropic)
{
float f = GL11.glGetFloat(34047);
float f1 = (float)Config.getAnisotropicFilterLevel();
f1 = Math.min(f1, f);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, 34046, f1);
}
}
示例4: 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));
}
}
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;
}
}
示例6: 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;
}
示例7: func_152922_k
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void func_152922_k()
{
if (this.broadcastController.isBroadcasting() && !this.broadcastController.isBroadcastPaused())
{
long i = System.nanoTime();
long j = (long)(1000000000 / this.targetFPS);
long k = i - this.field_152959_k;
boolean flag = k >= j;
if (flag)
{
FrameBuffer framebuffer = this.broadcastController.func_152822_N();
Framebuffer framebuffer1 = this.mc.getFramebuffer();
this.framebuffer.bindFramebuffer(true);
GlStateManager.matrixMode(5889);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.ortho(0.0D, (double)this.framebuffer.framebufferWidth, (double)this.framebuffer.framebufferHeight, 0.0D, 1000.0D, 3000.0D);
GlStateManager.matrixMode(5888);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GlStateManager.translate(0.0F, 0.0F, -2000.0F);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.viewport(0, 0, this.framebuffer.framebufferWidth, this.framebuffer.framebufferHeight);
GlStateManager.enableTexture2D();
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
float f = (float)this.framebuffer.framebufferWidth;
float f1 = (float)this.framebuffer.framebufferHeight;
float f2 = (float)framebuffer1.framebufferWidth / (float)framebuffer1.framebufferTextureWidth;
float f3 = (float)framebuffer1.framebufferHeight / (float)framebuffer1.framebufferTextureHeight;
framebuffer1.bindFramebufferTexture();
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, 9729.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, 9729.0F);
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
worldrenderer.pos(0.0D, (double)f1, 0.0D).tex(0.0D, (double)f3).endVertex();
worldrenderer.pos((double)f, (double)f1, 0.0D).tex((double)f2, (double)f3).endVertex();
worldrenderer.pos((double)f, 0.0D, 0.0D).tex((double)f2, 0.0D).endVertex();
worldrenderer.pos(0.0D, 0.0D, 0.0D).tex(0.0D, 0.0D).endVertex();
tessellator.draw();
framebuffer1.unbindFramebufferTexture();
GlStateManager.popMatrix();
GlStateManager.matrixMode(5889);
GlStateManager.popMatrix();
GlStateManager.matrixMode(5888);
this.broadcastController.captureFramebuffer(framebuffer);
this.framebuffer.unbindFramebuffer();
this.broadcastController.submitStreamFrame(framebuffer);
this.field_152959_k = i;
}
}
}
示例8: setupShadowFrameBuffer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private static void setupShadowFrameBuffer()
{
if (usedShadowDepthBuffers != 0)
{
if (sfb != 0)
{
EXTFramebufferObject.glDeleteFramebuffersEXT(sfb);
GlStateManager.deleteTextures(sfbDepthTextures);
GlStateManager.deleteTextures(sfbColorTextures);
}
sfb = EXTFramebufferObject.glGenFramebuffersEXT();
EXTFramebufferObject.glBindFramebufferEXT(36160, sfb);
GL11.glDrawBuffer(0);
GL11.glReadBuffer(0);
GL11.glGenTextures((IntBuffer)sfbDepthTextures.clear().limit(usedShadowDepthBuffers));
GL11.glGenTextures((IntBuffer)sfbColorTextures.clear().limit(usedShadowColorBuffers));
sfbDepthTextures.position(0);
sfbColorTextures.position(0);
for (int i = 0; i < usedShadowDepthBuffers; ++i)
{
GlStateManager.bindTexture(sfbDepthTextures.get(i));
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10496.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10496.0F);
int j = shadowFilterNearest[i] ? 9728 : 9729;
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, j);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, j);
if (shadowHardwareFilteringEnabled[i])
{
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_COMPARE_MODE, GL14.GL_COMPARE_R_TO_TEXTURE);
}
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, shadowMapWidth, shadowMapHeight, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (FloatBuffer)((FloatBuffer)null));
}
EXTFramebufferObject.glFramebufferTexture2DEXT(36160, 36096, 3553, sfbDepthTextures.get(0), 0);
checkGLError("FT sd");
for (int k = 0; k < usedShadowColorBuffers; ++k)
{
GlStateManager.bindTexture(sfbColorTextures.get(k));
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10496.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10496.0F);
int i1 = shadowColorFilterNearest[k] ? 9728 : 9729;
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, i1);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, i1);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, shadowMapWidth, shadowMapHeight, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (ByteBuffer)((ByteBuffer)null));
EXTFramebufferObject.glFramebufferTexture2DEXT(36160, 36064 + k, 3553, sfbColorTextures.get(k), 0);
checkGLError("FT sc");
}
GlStateManager.bindTexture(0);
if (usedShadowColorBuffers > 0)
{
GL20.glDrawBuffers(sfbDrawBuffers);
}
int l = EXTFramebufferObject.glCheckFramebufferStatusEXT(36160);
if (l != 36053)
{
printChatAndLogError("[Shaders] Error: Failed creating shadow framebuffer! (Status " + l + ")");
}
else
{
SMCLog.info("Shadow framebuffer created.");
}
}
}
示例9: glTexParameterf
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glTexParameterf(int p_187403_0_, int p_187403_1_, float p_187403_2_)
{
GL11.glTexParameterf(p_187403_0_, p_187403_1_, p_187403_2_);
}