Example usage for org.lwjgl.opengl GL11 glGenTextures

List of usage examples for org.lwjgl.opengl GL11 glGenTextures

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glGenTextures.

Prototype

public static void glGenTextures(@NativeType("GLuint *") int[] textures) 

Source Link

Document

Array version of: #glGenTextures GenTextures

Usage

From source file:v9t9.gui.client.swt.gl.TextureLoader.java

License:Open Source License

/**
 * Create a new texture ID //w w w  . j a  v a2 s.  co  m
 *
 * @return A new texture ID
 */
private int createTextureID() {
    IntBuffer tmp = createIntBuffer(1);
    GL11.glGenTextures(tmp);
    return tmp.get(0);
}

From source file:zildo.fwk.gfx.engine.TextureEngine.java

License:Open Source License

public void generateTexture() {

    // Create A IntBuffer For Image Address In Memory
    IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL11.glGenTextures(buf); // Create Texture In OpenGL

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
    // Typical Texture Generation Using Data From The Image

    int wrapping = GL11.GL_REPEAT; // Wrap texture (useful for cloud)
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, wrapping);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, wrapping);

    int filtering = GL11.GL_NEAREST;
    // Linear Filtering
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, filtering);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, filtering);
    // Generate The Texture
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, textureFormat, 256, 256, 0, textureFormat, GL11.GL_UNSIGNED_BYTE,
            scratch);//from  ww  w. j a v a  2s .com

    // Reset bytebuffer scratch
    scratch.clear();

    // Store texture id
    textureTab[n_Texture] = buf.get(0);

    // Ready for next one
    n_Texture++;
}

From source file:zildo.fwk.opengl.Utils.java

License:Open Source License

public static int generateTexture(int sizeX, int sizeY) {
    IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL11.glGenTextures(buf); // Create Texture In OpenGL
    int textureID = buf.get(0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    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.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, adjustTexSize(sizeX), adjustTexSize(sizeY), 0,
            GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);

    return textureID;
}

From source file:zildo.platform.engine.LwjglTextureEngine.java

License:Open Source License

@Override
public int doGenerateTexture() {
    scratch.position(0);/*from  w w  w .  j a v a2 s.  c om*/

    // Create A IntBuffer For Image Address In Memory
    IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL11.glGenTextures(buf); // Create Texture In OpenGL

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
    // Typical Texture Generation Using Data From The Image

    int wrapping = GL11.GL_REPEAT; // Wrap texture (useful for cloud)
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, wrapping);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, wrapping);

    int filtering = GL11.GL_NEAREST;
    // Linear Filtering
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, filtering);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, filtering);
    // Generate The Texture
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, getTextureFormat(), 256, 256, 0, getTextureFormat(),
            GL11.GL_UNSIGNED_BYTE, scratch);

    return buf.get(0);
}

From source file:zildo.platform.opengl.GLUtils.java

License:Open Source License

public static int generateTexture(int sizeX, int sizeY) {
    IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL11.glGenTextures(buf); // Create Texture In OpenGL
    int textureID = buf.get(0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
    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.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, ZUtils.adjustTexSize(sizeX),
            ZUtils.adjustTexSize(sizeY), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);

    return textureID;
}