Java tutorial
/** * Legend of Zildo * Copyright (C) 2006-2011 Evariste Boussaton * Based on original Zelda : link to the past (C) Nintendo 1992 * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. * */ package zildo.fwk.gfx.filter; import org.lwjgl.opengl.GL11; public class BilinearFilter extends ScreenFilter { @Override public boolean renderFilter() { fbo.endRendering(); // Select right texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); // Disable blend GL11.glDisable(GL11.GL_BLEND); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glTranslatef(0, -sizeY, 1); GL11.glColor3f(1.0f, 1.0f, 1.0f); // Draw texture with depth super.render(); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); return true; } @Override public void preFilter() { fbo.startRendering(fboId, sizeX, sizeY); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer } }