本文整理匯總了Golang中github.com/hajimehoshi/ebiten/internal/opengl.Context.BindTexture方法的典型用法代碼示例。如果您正苦於以下問題:Golang Context.BindTexture方法的具體用法?Golang Context.BindTexture怎麽用?Golang Context.BindTexture使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類github.com/hajimehoshi/ebiten/internal/opengl.Context
的用法示例。
在下文中一共展示了Context.BindTexture方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: Exec
func (c *replacePixelsCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error {
f, err := c.dst.createFramebufferIfNeeded(context)
if err != nil {
return err
}
if err := f.setAsViewport(context); err != nil {
return err
}
// Filling with non black or white color is required here for glTexSubImage2D.
// Very mysterious but this actually works (Issue #186).
// This is needed even after fixing a shader bug at f537378f2a6a8ef56e1acf1c03034967b77c7b51.
if err := context.FillFramebuffer(0, 0, 0.5, 1); err != nil {
return err
}
// This is necessary on Android. We can't call glClear just before glTexSubImage2D without
// glFlush. glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211).
// This also happens when a fillCommand precedes a replacePixelsCommand.
// TODO: Can we have a better way like optimizing commands?
context.Flush()
if err := context.BindTexture(c.dst.texture.native); err != nil {
return err
}
context.TexSubImage2D(c.pixels, c.dst.width, c.dst.height)
return nil
}