本文整理汇总了Java中org.lwjgl.opengl.GL13.glClientActiveTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL13.glClientActiveTexture方法的具体用法?Java GL13.glClientActiveTexture怎么用?Java GL13.glClientActiveTexture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org.lwjgl.opengl.GL13
的用法示例。
在下文中一共展示了GL13.glClientActiveTexture方法的10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: preRender
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public void preRender() {
glEnableClientState(GL_VERTEX_ARRAY);
if (hasTexCoord0 || hasTexCoord1) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (hasColor) glEnableClientState(GL_COLOR_ARRAY);
if (hasNormal) glEnableClientState(GL_NORMAL_ARRAY);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboVertexBuffer);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndexBuffer);
glVertexPointer(VERTEX_SIZE, GL11.GL_FLOAT, stride, vertexOffset);
if (hasTexCoord0) {
GL13.glClientActiveTexture(GL13.GL_TEXTURE0);
glTexCoordPointer(TEX_COORD_0_SIZE, GL11.GL_FLOAT, stride, texCoord0Offset);
}
if (hasTexCoord1) {
GL13.glClientActiveTexture(GL13.GL_TEXTURE1);
glTexCoordPointer(TEX_COORD_1_SIZE, GL11.GL_FLOAT, stride, texCoord1Offset);
}
if (hasColor) glColorPointer(COLOR_SIZE, GL11.GL_FLOAT, stride, colorOffset);
if (hasNormal) glNormalPointer(GL11.GL_FLOAT, stride, normalOffset);
}
示例2: setClientActiveTexture
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
/**
* Sets the current lightmap texture to the specified OpenGL constant
*/
public static void setClientActiveTexture(int texture)
{
if (arbMultitexture)
{
ARBMultitexture.glClientActiveTextureARB(texture);
}
else
{
GL13.glClientActiveTexture(texture);
}
}
示例3: setClientActiveTexture
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
/**
* Sets the current lightmap texture to the specified OpenGL constant
*/
public static void setClientActiveTexture(int par0)
{
if (useMultitextureARB)
{
ARBMultitexture.glClientActiveTextureARB(par0);
}
else
{
GL13.glClientActiveTexture(par0);
}
}
示例4: setClientActiveTexture
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public static void setClientActiveTexture(int p_77472_0_)
{
if (field_153215_z)
{
ARBMultitexture.glClientActiveTextureARB(p_77472_0_);
}
else
{
GL13.glClientActiveTexture(p_77472_0_);
}
}
示例5: func_77472_b
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public static void func_77472_b(int p_77472_0_) {
if(field_77477_c) {
ARBMultitexture.glClientActiveTextureARB(p_77472_0_);
} else {
GL13.glClientActiveTexture(p_77472_0_);
}
}
示例6: renderVbo
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
private void renderVbo(int id) {
if (_lock.tryLock()) {
try {
if (_vertexBuffers[id] <= 0 || _disposed)
return;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, _idxBuffers[id]);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, _vertexBuffers[id]);
glVertexPointer(3, GL11.GL_FLOAT, STRIDE, OFFSET_VERTEX);
GL13.glClientActiveTexture(GL13.GL_TEXTURE0);
glTexCoordPointer(3, GL11.GL_FLOAT, STRIDE, OFFSET_TEX_0);
GL13.glClientActiveTexture(GL13.GL_TEXTURE1);
glTexCoordPointer(3, GL11.GL_FLOAT, STRIDE, OFFSET_TEX_1);
glColorPointer(4, GL11.GL_FLOAT, STRIDE, OFFSET_COLOR);
glNormalPointer(GL11.GL_FLOAT, STRIDE, OFFSET_NORMAL);
GL11.glDrawElements(GL11.GL_TRIANGLES, _vertexCount[id], GL11.GL_UNSIGNED_INT, 0);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
} finally {
_lock.unlock();
}
}
}
示例7: preRender
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public void preRender() {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboUVBuffer);
GL13.glClientActiveTexture(GL13.GL_TEXTURE0);
glTexCoordPointer(2, GL11.GL_FLOAT, TEX_COORD_SIZE * 4, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndexBuffer);
}
示例8: doRender
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
@Override
public void doRender(EntityCurse entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GL11.glPushMatrix();
GL11.glDisable(2884 /*GL_CULL_FACE*/);
try
{
float rotation = entity.getRotation();
float rotationYaw = entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks;
float ageInTicks = (float)(entity.ticksExisted + partialTicks);
float netHeadYaw = rotationYaw - rotation;
float headPitch = entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks;
float scale = 0.0625F;
GL11.glTranslatef((float)x, (float)y, (float)z);
for (int i = 0; i < 3; i++)
{
GL11.glPushMatrix();
GL11.glRotatef(180.0F - rotation, 0.0F, rotation, 0.0F);
rotation += 120.0F;
GL11.glEnable(32826 /*GL_RESCALE_NORMAL_EXT*/);
GL11.glScalef(-1.0F, -1.0F, 1.0F);
this.preRenderCallback(entity, partialTicks);
GL11.glTranslatef(0.0F, -24.0F * scale - 0.0078125F, 0.0F);
this.bindEntityTexture(entity);
GL11.glScalef(1.01F, 1.01F, 1.01F);
//GL11.glDisable(2896 /*GL_LIGHTING*/);
GL11.glEnable(3042 /*GL_BLEND*/);
GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
GL11.glBlendFunc(1, 1);
this.switchModel(entity);
this.mainModel.render(entity, 0.0F, 0.0F, ageInTicks, netHeadYaw, headPitch, scale);
GL11.glPopMatrix();
}
GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
GL11.glDisable(3042 /*GL_BLEND*/);
//GL11.glEnable(2896 /*GL_LIGHTING*/);
GL11.glDisable(32826 /*GL_RESCALE_NORMAL_EXT*/);
GL11.glDisable(2884 /*GL_CULL_FACE*/);
}
catch (Exception exception)
{
exception.printStackTrace();
}
GL13.glClientActiveTexture(33985 /*GL_TEXTURE1_ARB*/);
GL13.glActiveTexture(33985 /*GL_TEXTURE1_ARB*/);
GL11.glEnable(3553 /*GL_TEXTURE_2D*/);
GL13.glClientActiveTexture(33984 /*GL_TEXTURE0_ARB*/);
GL13.glActiveTexture(33984 /*GL_TEXTURE0_ARB*/);
GL11.glEnable(2884 /*GL_CULL_FACE*/);
GL11.glPopMatrix();
}
示例9: clientActiveTexture
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
public final static void clientActiveTexture(int texture) {
if (GLContext.getCapabilities().OpenGL13)
GL13.glClientActiveTexture(texture);
else
ARBMultitexture.glClientActiveTextureARB(texture);
}
示例10: renderBatch
import org.lwjgl.opengl.GL13; //导入方法依赖的package包/类
private void renderBatch(TFloatList vertexData, TIntList indexData) {
if (vertexData.size() == 0 || indexData.size() == 0) return;
PerformanceMonitor.startActivity("BatchRenderMesh");
FloatBuffer vertexBuffer = BufferUtils.createFloatBuffer(vertexData.size());
vertexBuffer.put(vertexData.toArray());
vertexBuffer.flip();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, batchVertexBuffer);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexBuffer, GL15.GL_DYNAMIC_DRAW);
IntBuffer indexBuffer = BufferUtils.createIntBuffer(indexData.size());
indexBuffer.put(indexData.toArray());
indexBuffer.flip();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, batchIndexBuffer);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL15.GL_DYNAMIC_DRAW);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
//GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, batchVertexBuffer);
//GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, batchIndexBuffer);
glVertexPointer(Mesh.VERTEX_SIZE, GL11.GL_FLOAT, 15 * 4, 0);
GL13.glClientActiveTexture(GL13.GL_TEXTURE0);
glTexCoordPointer(Mesh.TEX_COORD_0_SIZE, GL11.GL_FLOAT, 15 * 4, 4 * 3);
GL13.glClientActiveTexture(GL13.GL_TEXTURE1);
glTexCoordPointer(Mesh.TEX_COORD_1_SIZE, GL11.GL_FLOAT, 15 * 4, 4 * 5);
glColorPointer(Mesh.COLOR_SIZE, GL11.GL_FLOAT, 15 * 4, 4 * 11);
glNormalPointer(GL11.GL_FLOAT, 15 * 4, 4 * 8);
GL12.glDrawRangeElements(GL11.GL_TRIANGLES, 0, indexData.size(), indexData.size(), GL_UNSIGNED_INT, 0);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
glPopMatrix();
PerformanceMonitor.endActivity();
}