List of usage examples for org.lwjgl.opengl GL11 glTexEnvi
public static native void glTexEnvi(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
From source file:kuake2.render.lwjgl.Image.java
License:Open Source License
void GL_TexEnv(int mode /* GLenum */ ) {//from w w w . j av a2 s . c o m if (mode != lastmodes[gl_state.currenttmu]) { GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, mode); lastmodes[gl_state.currenttmu] = mode; } }
From source file:org.free.jake2.render.lwjgl.Image.java
License:Open Source License
void GL_TexEnv(int mode /* GLenum */) { if (mode != lastmodes[gl_state.currenttmu]) { GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, mode); lastmodes[gl_state.currenttmu] = mode; }/* ww w . j a v a 2 s . co m*/ }
From source file:org.jogamp.glg2d.impl.gl2.GL2ImageDrawer.java
License:Apache License
@Override protected void begin(Texture texture, AffineTransform xform, Color bgcolor) { GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); GL11.glTexParameterf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_BLEND); /*/*from www . ja v a 2s. c o m*/ * FIXME This is unexpected since we never disable blending, but in some * cases it interacts poorly with multiple split panes, scroll panes and the * text renderer to disable blending. */ g2d.setComposite(g2d.getComposite()); GL11.glEnable(GL11.GL_TEXTURE_2D); texture.bind(); savedTransform = null; if (xform != null && !xform.isIdentity()) { savedTransform = g2d.getTransform(); g2d.transform(xform); } g2d.getColorHelper().setColorRespectComposite(bgcolor == null ? Color.white : bgcolor); }
From source file:org.spout.engine.resources.ClientTexture.java
License:Open Source License
@Override public void load() { if (textureID != -1) { throw new IllegalStateException("Cannot load an already loaded texture!"); }//from w w w . j a va 2 s . c om GL11.glEnable(GL11.GL_TEXTURE_2D); textureID = GL11.glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); /*if (((Client) Spout.getEngine()).getRenderMode() != RenderMode.GL30) { //Use Mipmaps GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_GENERATE_MIPMAP, GL11.GL_TRUE); }*/ GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_BASE_LEVEL, 0); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LEVEL, 0); //Bilinear Filter the closest mipmap GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); //Wrap the texture GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); int width = image.getWidth(); int height = image.getHeight(); int[] pixels = new int[width * height]; image.getRGB(0, 0, width, height, pixels, 0, width); ByteBuffer buffer = BufferUtils.createByteBuffer(width * height * 4); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { int pixel = pixels[y * width + x]; buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component buffer.put((byte) (pixel & 0xFF)); // Blue component buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA } } buffer.flip(); //if (((Client) Spout.getEngine()).getRenderMode() == RenderMode.GL30) { // GL30.glGenerateMipmap(textureID); //} GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer); //EXTFramebufferObject.glGenerateMipmapEXT(GL11.GL_TEXTURE_2D); //Not sure if this extension is supported on most cards. }
From source file:org.voxels.platform.LWJGLOpenGLAdapter.java
License:Open Source License
@Override public void glTexEnvi(final int target, final int pname, final int param) { GL11.glTexEnvi(target, pname, param); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glTexEnvi(int a, int b, int c) { GL11.glTexEnvi(a, b, c); }