List of usage examples for org.lwjgl.opengl GL30 glBindFramebuffer
public static void glBindFramebuffer(@NativeType("GLenum") int target, @NativeType("GLuint") int framebuffer)
From source file:com.adavr.player.globjects.Framebuffer.java
License:Open Source License
public static void bind(Framebuffer fb) { GL30.glBindFramebuffer(fb.target, fb.id); }
From source file:com.adavr.player.globjects.Framebuffer.java
License:Open Source License
public static void unbind(Framebuffer fb) { GL30.glBindFramebuffer(fb.target, 0); }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL30.java
License:Apache License
@Override public void glBindFramebuffer(int target, int framebuffer) { GL30.glBindFramebuffer(target, framebuffer); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public void create() { checkNotCreated();/*from w w w . j a va2 s . com*/ // Generate and bind the frame buffer id = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id); // Disable input buffers GL11.glReadBuffer(GL11.GL_NONE); // Unbind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // Update the state super.create(); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public void attach(AttachmentPoint point, Texture texture) { checkCreated();// w w w . jav a 2s . c om CausticUtil.checkVersion(this, texture); texture.checkCreated(); // Bind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id); // Attach the texture GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, point.getGLConstant(), GL11.GL_TEXTURE_2D, texture.getID(), 0); // Add it to the color outputs if it's a color type if (point.isColor()) { outputBuffers.add(point.getGLConstant()); } // Update the list of output buffers updateOutputBuffers(); // Unbind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public void attach(AttachmentPoint point, RenderBuffer buffer) { checkCreated();/*from ww w .ja v a 2 s . c om*/ CausticUtil.checkVersion(this, buffer); buffer.checkCreated(); // Bind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id); // Attach the render buffer GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, point.getGLConstant(), GL30.GL_RENDERBUFFER, buffer.getID()); // Add it to the color outputs if it's a color type if (point.isColor()) { outputBuffers.add(point.getGLConstant()); } // Update the list of output buffers updateOutputBuffers(); // Unbind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public void detach(AttachmentPoint point) { checkCreated();/*w w w . j av a2s.co m*/ // Bind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id); // Detach the render buffer GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, point.getGLConstant(), GL30.GL_RENDERBUFFER, 0); // Remove it from the color outputs if it's a color type if (point.isColor()) { outputBuffers.remove(point.getGLConstant()); } // Update the list of output buffers updateOutputBuffers(); // Unbind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public boolean isComplete() { checkCreated();/* w ww .j a v a2 s .c om*/ // Bind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id); // Fetch the status and compare to the complete enum value final boolean complete = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) == GL30.GL_FRAMEBUFFER_COMPLETE; // Unbind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // Check for errors LWJGLUtil.checkForGLError(); return complete; }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public void bind() { checkCreated();/*w w w .j a va 2 s .c o m*/ // Bind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, id); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30FrameBuffer.java
License:MIT License
@Override public void unbind() { checkCreated();/*from www. ja va 2 s. com*/ // Unbind the frame buffer GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); // Check for errors LWJGLUtil.checkForGLError(); }