本文整理匯總了Java中net.minecraft.client.renderer.GlStateManager.deleteTextures方法的典型用法代碼示例。如果您正苦於以下問題:Java GlStateManager.deleteTextures方法的具體用法?Java GlStateManager.deleteTextures怎麽用?Java GlStateManager.deleteTextures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net.minecraft.client.renderer.GlStateManager
的用法示例。
在下文中一共展示了GlStateManager.deleteTextures方法的2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Java代碼示例。
示例1: uninit
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void uninit()
{
if (isShaderPackInitialized)
{
checkGLError("Shaders.uninit pre");
for (int i = 0; i < 33; ++i)
{
if (programsRef[i] != 0)
{
ARBShaderObjects.glDeleteObjectARB(programsRef[i]);
checkGLError("del programRef");
}
programsRef[i] = 0;
programsID[i] = 0;
programsDrawBufSettings[i] = null;
programsDrawBuffers[i] = null;
programsCompositeMipmapSetting[i] = 0;
}
if (dfb != 0)
{
EXTFramebufferObject.glDeleteFramebuffersEXT(dfb);
dfb = 0;
checkGLError("del dfb");
}
if (sfb != 0)
{
EXTFramebufferObject.glDeleteFramebuffersEXT(sfb);
sfb = 0;
checkGLError("del sfb");
}
if (dfbDepthTextures != null)
{
GlStateManager.deleteTextures(dfbDepthTextures);
fillIntBufferZero(dfbDepthTextures);
checkGLError("del dfbDepthTextures");
}
if (dfbColorTextures != null)
{
GlStateManager.deleteTextures(dfbColorTextures);
fillIntBufferZero(dfbColorTextures);
checkGLError("del dfbTextures");
}
if (sfbDepthTextures != null)
{
GlStateManager.deleteTextures(sfbDepthTextures);
fillIntBufferZero(sfbDepthTextures);
checkGLError("del shadow depth");
}
if (sfbColorTextures != null)
{
GlStateManager.deleteTextures(sfbColorTextures);
fillIntBufferZero(sfbColorTextures);
checkGLError("del shadow color");
}
if (dfbDrawBuffers != null)
{
fillIntBufferZero(dfbDrawBuffers);
}
if (noiseTexture != null)
{
noiseTexture.destroy();
noiseTexture = null;
}
SMCLog.info("Uninit");
shadowPassInterval = 0;
shouldSkipDefaultShadow = false;
isShaderPackInitialized = false;
checkGLError("Shaders.uninit");
}
}
示例2: setupShadowFrameBuffer
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
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.");
}
}
}