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Java GL32.glFramebufferTexture方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL32.glFramebufferTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL32.glFramebufferTexture方法的具体用法?Java GL32.glFramebufferTexture怎么用?Java GL32.glFramebufferTexture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org.lwjgl.opengl.GL32的用法示例。


在下文中一共展示了GL32.glFramebufferTexture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: recreate

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private void recreate() {
	frameBufferID = GL30.glGenFramebuffers();

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT1, GL11.GL_TEXTURE_2D, positionTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT2, GL11.GL_TEXTURE_2D, normalTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT3, GL11.GL_TEXTURE_2D, specularTextureID, 0);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexutreID, 0);

	if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE) {
		Logs.e("Framebuffer error: " + GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER));
		throw new RuntimeException("Frame buffer is not complete");
	}

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:18,代码来源:FramebufferDeferred.java

示例2: recreate

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private void recreate() {
	frameBufferID = GL30.glGenFramebuffers();

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT1, GL11.GL_TEXTURE_2D, worldPositionTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT2, GL11.GL_TEXTURE_2D, localPositionTextureID, 0);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexutreID, 0);

	if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE) {
		Logs.e("Framebuffer error: " + GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER));
		throw new RuntimeException("Frame buffer is not complete");
	}

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:17,代码来源:FramebufferMousePick.java

示例3: attachTexture

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
public FBO attachTexture(Texture texture, int attachment, boolean updateViewPort)
{
	this.bind();
	this.texture = texture;
	this.viewport.setWidth((int) this.texture.width());
	this.viewport.setHeight((int) this.texture.height());
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, attachment, this.texture.handle(), 0);
	this.unbind();
	return this;
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:11,代码来源:FBO.java

示例4: createTextureAttachment

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private int createTextureAttachment( int width, int height) {
	int texture = GL11.glGenTextures();
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height,
			0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (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_COLOR_ATTACHMENT0,
			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5: createDepthTextureAttachment

import org.lwjgl.opengl.GL32; //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6: init

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private void init() {
    bindDraw();
    GL32.glFramebufferTexture(GL30.GL_DRAW_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, gBuffer.getTextureName(3), 0);
    for(int i = 0; i < 3; i++) {
        int offset = GL30.GL_COLOR_ATTACHMENT0 + i;
        GL32.glFramebufferTexture(GL30.GL_DRAW_FRAMEBUFFER, offset, gBuffer.getTextureName(i), 0);
    }
    int buffers[] = {GL30.GL_COLOR_ATTACHMENT0, GL30.GL_COLOR_ATTACHMENT1, GL30.GL_COLOR_ATTACHMENT2};
    GL20.glDrawBuffers(buffers);
    int status = GL30.glCheckFramebufferStatus(GL30.GL_DRAW_FRAMEBUFFER);
    if(status == GL30.GL_FRAMEBUFFER_COMPLETE) complete = true;
    else throw new FramebufferException("Failed to assemble framebuffer: " + getName() + ". Status is: " + status);
}
 
开发者ID:WarpOrganization,项目名称:warp,代码行数:14,代码来源:GBufferFramebuffer.java

示例7: createTextureAttachment

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private int createTextureAttachment(int width, int height) {
	int texture = GL11.glGenTextures();
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (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);
	if (DisplayManager.hasAttribs()) GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, texture, 0);
	return texture;
}
 
开发者ID:roryclaasen,项目名称:sandbox,代码行数:10,代码来源:WaterFrameBuffers.java

示例8: createDepthTextureAttachment

import org.lwjgl.opengl.GL32; //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);
	if (DisplayManager.hasAttribs()) GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture, 0);
	return texture;
}
 
开发者ID:roryclaasen,项目名称:sandbox,代码行数:10,代码来源:WaterFrameBuffers.java

示例9: createDepthBufferAttachment

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private static int createDepthBufferAttachment(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_COMPONENT16, 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_NEAREST);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
	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);
	if (DisplayManager.hasAttribs()) GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture, 0);
	return texture;
}
 
开发者ID:roryclaasen,项目名称:sandbox,代码行数:12,代码来源:ShadowFrameBuffer.java

示例10: FramebufferDeferred

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
/**
 * Create a new framebuffer
 * @param width The width
 * @param height The height
 */
public FramebufferDeferred(int width, int height) {
	this.width = width;
	this.height = height;

	depthTexutreID = GL11.glGenTextures();
	frameBufferID = GL30.glGenFramebuffers();

	colorTextureID = genTexture(width, height);
	positionTextureID = genTextureDetailed(width, height);
	normalTextureID = genTextureDetailed(width, height);
	specularTextureID = genTextureDetailed(width, height);

	GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexutreID);
	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);
	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);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL30.GL_DEPTH_COMPONENT32F, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT1, GL11.GL_TEXTURE_2D, positionTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT2, GL11.GL_TEXTURE_2D, normalTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT3, GL11.GL_TEXTURE_2D, specularTextureID, 0);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexutreID, 0);

	if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE) {
		Logs.d("Failed to create framebuffer of size " + width + "x" + height);
		throw new RuntimeException("Frame buffer is not complete");
	}

	GL20.glDrawBuffers(DRAW_BUFFERS);

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);

	framebuffers.add(this);
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:44,代码来源:FramebufferDeferred.java

示例11: Framebuffer3D

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
/**
 * Create a new framebuffer
 * @param width The width
 * @param height The height
 */
public Framebuffer3D(int width, int height) {
	this.width = width;
	this.height = height;

	colorTextureID = GL11.glGenTextures();
	depthTexutreID = GL11.glGenTextures();
	frameBufferID = GL30.glGenFramebuffers();

	GL11.glBindTexture(GL11.GL_TEXTURE_2D, colorTextureID);
	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);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

	GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexutreID);
	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);
	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);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL30.GL_DEPTH_COMPONENT32F, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTextureID, 0);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexutreID, 0);

	if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE)
		throw new RuntimeException("Frame buffer is not complete");

	GL20.glDrawBuffers(GL30.GL_COLOR_ATTACHMENT0);

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);

	framebuffers.add(this);
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:43,代码来源:Framebuffer3D.java

示例12: recreate

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private void recreate() {
	frameBufferID = GL30.glGenFramebuffers();

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTextureID, 0);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexutreID, 0);

	if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE) {
		Logs.e("Framebuffer error: " + GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER));
		throw new RuntimeException("Frame buffer is not complete");
	}

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:15,代码来源:Framebuffer3D.java

示例13: FramebufferMousePick

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
/**
 * Create a new framebuffer
 * @param width The width
 * @param height The height
 */
public FramebufferMousePick(int width, int height) {
	this.width = width;
	this.height = height;

	depthTexutreID = GL11.glGenTextures();
	frameBufferID = GL30.glGenFramebuffers();

	colorTextureID = genTextureDetailed(width, height);
	worldPositionTextureID = genTextureDetailed(width, height);
	localPositionTextureID = genTextureDetailed(width, height);

	GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexutreID);
	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);
	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);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL30.GL_DEPTH_COMPONENT32F, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT1, GL11.GL_TEXTURE_2D, worldPositionTextureID, 0);
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT2, GL11.GL_TEXTURE_2D, localPositionTextureID, 0);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexutreID, 0);

	if (GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE) {
		Logs.d("Failed to create framebuffer of size " + width + "x" + height);
		throw new RuntimeException("Frame buffer is not complete");
	}

	GL20.glDrawBuffers(DRAW_BUFFERS);

	GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);

	framebuffers.add(this);
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:42,代码来源:FramebufferMousePick.java

示例14: createDepthBufferAttachment

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
/**
 * Creates a depth buffer texture attachment.
 * 
 * @param width
 *            - the width of the texture.
 * @param height
 *            - the height of the texture.
 * @return The ID of the depth texture.
 */
private static int createDepthBufferAttachment(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_COMPONENT16, 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_NEAREST);
	GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
	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);
	GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture, 0);
	return texture;
}
 
开发者ID:Radseq,项目名称:Mystic-Bastion,代码行数:22,代码来源:ShadowFrameBuffer.java

示例15: createTextureAttachment

import org.lwjgl.opengl.GL32; //导入方法依赖的package包/类
private int createTextureAttachment(int width, int height) {
	int texture = GL11.glGenTextures();
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
	GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE,
			(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_COLOR_ATTACHMENT0, texture, 0);
	return texture;
}
 
开发者ID:Radseq,项目名称:Mystic-Bastion,代码行数:11,代码来源:WaterFrameBuffers.java


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