本文整理汇总了Java中org.lwjgl.opengl.GL30.glGenRenderbuffers方法的典型用法代码示例。如果您正苦于以下问题:Java GL30.glGenRenderbuffers方法的具体用法?Java GL30.glGenRenderbuffers怎么用?Java GL30.glGenRenderbuffers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.GL30
的用法示例。
在下文中一共展示了GL30.glGenRenderbuffers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: glGenRenderbuffers
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
public static int glGenRenderbuffers()
{
if (!framebufferSupported)
{
return -1;
}
else
{
switch (framebufferType)
{
case 0:
return GL30.glGenRenderbuffers();
case 1:
return ARBFramebufferObject.glGenRenderbuffers();
case 2:
return EXTFramebufferObject.glGenRenderbuffersEXT();
default:
return -1;
}
}
}
示例2: glGenRenderbuffers
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
public static int glGenRenderbuffers()
{
if (!framebufferSupported)
{
return -1;
}
else
{
switch (framebufferType)
{
case BASE:
return GL30.glGenRenderbuffers();
case ARB:
return ARBFramebufferObject.glGenRenderbuffers();
case EXT:
return EXTFramebufferObject.glGenRenderbuffersEXT();
default:
return -1;
}
}
}
示例3: glGenRenderbuffers
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
public static int glGenRenderbuffers()
{
if (!framebufferSupported)
{
return -1;
}
else
{
switch (framebufferType)
{
case BASE:
return GL30.glGenRenderbuffers();
case ARB:
return ARBFramebufferObject.glGenRenderbuffers();
case EXT:
return EXTFramebufferObject.glGenRenderbuffersEXT();
default:
return -1;
}
}
}
示例4: attachDepthBuffer
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
public void attachDepthBuffer() {
bind();
dboid = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, dboid);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, dboid);
unbind();
}
示例5: attachDepthStencilBuffer
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
public void attachDepthStencilBuffer() {
bind();
dboid = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, dboid);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, width, height);
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER, dboid);
unbind();
}
示例6: init
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
@Override
public void init(int attachment, int width, int height, int samples) {
int buffer = GL30.glGenRenderbuffers();
super.setBufferId(buffer);
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, buffer);
GL30.glRenderbufferStorageMultisample(GL30.GL_RENDERBUFFER, samples, format, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, attachment, GL30.GL_RENDERBUFFER, buffer);
}
示例7: init
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
@Override
public void init(int attachment, int width, int height, int samples) {
int buffer = GL30.glGenRenderbuffers();
super.setBufferId(buffer);
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, buffer);
GL30.glRenderbufferStorageMultisample(GL30.GL_RENDERBUFFER, samples, format, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, attachment, GL30.GL_RENDERBUFFER, buffer);
}
示例8: createDepthBufferAttachment
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
private int createDepthBufferAttachment(int width, int height) {
int depthBuffer = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, width,
height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT,
GL30.GL_RENDERBUFFER, depthBuffer);
return depthBuffer;
}
示例9: renderEnvironmentMap
import org.lwjgl.opengl.GL30; //导入方法依赖的package包/类
public static void renderEnvironmentMap(Texture cubeMap, Scene scene, Vector3f center, MasterRenderer renderer) {
CubeMapCamera camera = new CubeMapCamera(center);
//create fbo
int fbo = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
//attach depth buffer
int depthBuffer = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT24, cubeMap.size, cubeMap.size);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
depthBuffer);
//indicate that we want to render to the entire face
GL11.glViewport(0, 0, cubeMap.size, cubeMap.size);
//loop faces
for (int i = 0; i < 6; i++) {
//attach face to fbo as color attachment 0
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0,
GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubeMap.textureId, 0);
//point camera in the right direction
camera.switchToFace(i);
//render scene to fbo, and therefore to the current face of the cubemap
renderer.renderLowQualityScene(scene, camera);
}
//stop rendering to fbo
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
//delete fbo
GL30.glDeleteRenderbuffers(depthBuffer);
GL30.glDeleteFramebuffers(fbo);
cubeMap.bindToUnit(0);
GL30.glGenerateMipmap(GL13.GL_TEXTURE_CUBE_MAP);
}