本文整理匯總了Java中net.minecraft.client.renderer.GlStateManager.glTexImage2D方法的典型用法代碼示例。如果您正苦於以下問題:Java GlStateManager.glTexImage2D方法的具體用法?Java GlStateManager.glTexImage2D怎麽用?Java GlStateManager.glTexImage2D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.glTexImage2D方法的7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: getGLMaximumTextureSize
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
/**
* Used in the usage snooper.
*/
public static int getGLMaximumTextureSize()
{
for (int i = 16384; i > 0; i >>= 1)
{
GlStateManager.glTexImage2D(32868, 0, 6408, i, i, 0, 6408, 5121, (IntBuffer)null);
int j = GlStateManager.glGetTexLevelParameteri(32868, 0, 4096);
if (j != 0)
{
return i;
}
}
return -1;
}
示例2: getGLMaximumTextureSize
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static int getGLMaximumTextureSize()
{
for (int i = 65536; i > 0; i >>= 1)
{
GlStateManager.glTexImage2D(32868, 0, 6408, i, i, 0, 6408, 5121, (IntBuffer)null);
int j = GL11.glGetError();
int k = GlStateManager.glGetTexLevelParameteri(32868, 0, 4096);
if (k != 0)
{
return i;
}
}
return -1;
}
示例3: allocateTextureImpl
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void allocateTextureImpl(int glTextureId, int mipmapLevels, int width, int height)
{
synchronized (net.minecraftforge.fml.client.SplashProgress.class)
{
deleteTexture(glTextureId);
bindTexture(glTextureId);
}
if (mipmapLevels >= 0)
{
GlStateManager.glTexParameteri(3553, 33085, mipmapLevels);
GlStateManager.glTexParameteri(3553, 33082, 0);
GlStateManager.glTexParameteri(3553, 33083, mipmapLevels);
GlStateManager.glTexParameterf(3553, 34049, 0.0F);
}
for (int i = 0; i <= mipmapLevels; ++i)
{
GlStateManager.glTexImage2D(3553, i, 6408, width >> i, height >> i, 0, 32993, 33639, (IntBuffer)null);
}
}
示例4: createFramebuffer
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public void createFramebuffer(int width, int height)
{
this.framebufferWidth = width;
this.framebufferHeight = height;
this.framebufferTextureWidth = width;
this.framebufferTextureHeight = height;
if (!OpenGlHelper.isFramebufferEnabled())
{
this.framebufferClear();
}
else
{
this.framebufferObject = OpenGlHelper.glGenFramebuffers();
this.framebufferTexture = TextureUtil.glGenTextures();
if (this.useDepth)
{
this.depthBuffer = OpenGlHelper.glGenRenderbuffers();
}
this.setFramebufferFilter(9728);
GlStateManager.bindTexture(this.framebufferTexture);
GlStateManager.glTexImage2D(3553, 0, 32856, this.framebufferTextureWidth, this.framebufferTextureHeight, 0, 6408, 5121, (IntBuffer)null);
OpenGlHelper.glBindFramebuffer(OpenGlHelper.GL_FRAMEBUFFER, this.framebufferObject);
OpenGlHelper.glFramebufferTexture2D(OpenGlHelper.GL_FRAMEBUFFER, OpenGlHelper.GL_COLOR_ATTACHMENT0, 3553, this.framebufferTexture, 0);
if (this.useDepth)
{
OpenGlHelper.glBindRenderbuffer(OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
OpenGlHelper.glRenderbufferStorage(OpenGlHelper.GL_RENDERBUFFER, 33190, this.framebufferTextureWidth, this.framebufferTextureHeight);
OpenGlHelper.glFramebufferRenderbuffer(OpenGlHelper.GL_FRAMEBUFFER, OpenGlHelper.GL_DEPTH_ATTACHMENT, OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
}
this.framebufferClear();
this.unbindFramebufferTexture();
}
}
示例5: allocateTextureImpl
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static void allocateTextureImpl(int glTextureId, int mipmapLevels, int width, int height)
{
Object object = TextureUtil.class;
if (Reflector.SplashScreen.exists())
{
object = Reflector.SplashScreen.getTargetClass();
}
synchronized (object)
{
deleteTexture(glTextureId);
bindTexture(glTextureId);
}
if (mipmapLevels >= 0)
{
GlStateManager.glTexParameteri(3553, 33085, mipmapLevels);
GlStateManager.glTexParameteri(3553, 33082, 0);
GlStateManager.glTexParameteri(3553, 33083, mipmapLevels);
GlStateManager.glTexParameterf(3553, 34049, 0.0F);
}
for (int i = 0; i <= mipmapLevels; ++i)
{
GlStateManager.glTexImage2D(3553, i, 6408, width >> i, height >> i, 0, 32993, 33639, (IntBuffer)null);
}
}
示例6: getMaxTextureSize
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public static int getMaxTextureSize()
{
if (max_texture_size != -1) return max_texture_size;
for (int i = 0x4000; i > 0; i >>= 1)
{
GlStateManager.glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, i, i, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
if (GlStateManager.glGetTexLevelParameteri(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH) != 0)
{
max_texture_size = i;
return i;
}
}
return -1;
}
示例7: createFramebuffer
import net.minecraft.client.renderer.GlStateManager; //導入方法依賴的package包/類
public void createFramebuffer(int width, int height)
{
this.framebufferWidth = width;
this.framebufferHeight = height;
this.framebufferTextureWidth = width;
this.framebufferTextureHeight = height;
if (!OpenGlHelper.isFramebufferEnabled())
{
this.framebufferClear();
}
else
{
this.framebufferObject = OpenGlHelper.glGenFramebuffers();
this.framebufferTexture = TextureUtil.glGenTextures();
if (this.useDepth)
{
this.depthBuffer = OpenGlHelper.glGenRenderbuffers();
}
this.setFramebufferFilter(9728);
GlStateManager.bindTexture(this.framebufferTexture);
GlStateManager.glTexImage2D(3553, 0, 32856, this.framebufferTextureWidth, this.framebufferTextureHeight, 0, 6408, 5121, (IntBuffer)null);
OpenGlHelper.glBindFramebuffer(OpenGlHelper.GL_FRAMEBUFFER, this.framebufferObject);
OpenGlHelper.glFramebufferTexture2D(OpenGlHelper.GL_FRAMEBUFFER, OpenGlHelper.GL_COLOR_ATTACHMENT0, 3553, this.framebufferTexture, 0);
if (this.useDepth)
{
OpenGlHelper.glBindRenderbuffer(OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
if (!this.stencilEnabled)
{
OpenGlHelper.glRenderbufferStorage(OpenGlHelper.GL_RENDERBUFFER, 33190, this.framebufferTextureWidth, this.framebufferTextureHeight);
OpenGlHelper.glFramebufferRenderbuffer(OpenGlHelper.GL_FRAMEBUFFER, OpenGlHelper.GL_DEPTH_ATTACHMENT, OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
}
else
{
OpenGlHelper.glRenderbufferStorage(OpenGlHelper.GL_RENDERBUFFER, org.lwjgl.opengl.EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, this.framebufferTextureWidth, this.framebufferTextureHeight);
OpenGlHelper.glFramebufferRenderbuffer(OpenGlHelper.GL_FRAMEBUFFER, org.lwjgl.opengl.EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
OpenGlHelper.glFramebufferRenderbuffer(OpenGlHelper.GL_FRAMEBUFFER, org.lwjgl.opengl.EXTFramebufferObject.GL_STENCIL_ATTACHMENT_EXT, OpenGlHelper.GL_RENDERBUFFER, this.depthBuffer);
}
}
this.framebufferClear();
this.unbindFramebufferTexture();
}
}