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Golang gl.TexImage2D函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Golang中github.com/go-gl/gl.TexImage2D函数的典型用法代码示例。如果您正苦于以下问题:Golang TexImage2D函数的具体用法?Golang TexImage2D怎么用?Golang TexImage2D使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了TexImage2D函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。

示例1: Commit

// Commit creates the actual texture from the atlas image data.
// This should be called after all regions have been defined and set,
// and before you start using the texture for display.
func (a *TextureAtlas) Commit(target gl.GLenum) {
	gl.PushAttrib(gl.CURRENT_BIT | gl.ENABLE_BIT)
	gl.Enable(target)

	a.texture.Bind(target)

	gl.TexParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(target, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(target, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

	switch a.depth {
	case 4:
		gl.TexImage2D(target, 0, gl.RGBA, a.width, a.height,
			0, gl.RGBA, gl.UNSIGNED_BYTE, a.data)

	case 3:
		gl.TexImage2D(target, 0, gl.RGB, a.width, a.height,
			0, gl.RGB, gl.UNSIGNED_BYTE, a.data)

	case 1:
		gl.TexImage2D(target, 0, gl.ALPHA, a.width, a.height,
			0, gl.ALPHA, gl.UNSIGNED_BYTE, a.data)
	}

	gl.PopAttrib()
}
开发者ID:jasonrpowers,项目名称:glh,代码行数:30,代码来源:atlas.go


示例2: FromImageRGBA

func (t *Texture) FromImageRGBA(rgba *image.RGBA, level int) {
	With(t, func() {
		gl.TexImage2D(gl.TEXTURE_2D, level, gl.RGBA,
			rgba.Bounds().Dx(), rgba.Bounds().Dy(),
			0, gl.RGBA, gl.UNSIGNED_BYTE, rgba.Pix)
	})
}
开发者ID:nobonobo,项目名称:glh,代码行数:7,代码来源:texture.go


示例3: createTexture

func createTexture(r io.Reader) (gl.Texture, error) {
	img, err := png.Decode(r)
	if err != nil {
		return gl.Texture(0), err
	}

	rgbaImg, ok := img.(*image.NRGBA)
	if !ok {
		return gl.Texture(0), errors.New("texture must be an NRGBA image")
	}

	textureId := gl.GenTexture()
	textureId.Bind(gl.TEXTURE_2D)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

	// flip image: first pixel is lower left corner
	imgWidth, imgHeight := img.Bounds().Dx(), img.Bounds().Dy()
	data := make([]byte, imgWidth*imgHeight*4)
	lineLen := imgWidth * 4
	dest := len(data) - lineLen
	for src := 0; src < len(rgbaImg.Pix); src += rgbaImg.Stride {
		copy(data[dest:dest+lineLen], rgbaImg.Pix[src:src+rgbaImg.Stride])
		dest -= lineLen
	}
	gl.TexImage2D(gl.TEXTURE_2D, 0, 4, imgWidth, imgHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, data)

	return textureId, nil
}
开发者ID:nzlov,项目名称:examples,代码行数:29,代码来源:gopher.go


示例4: NewFramebuffer

// Creates a new Framebuffer.
func NewFramebuffer(w int, h int) (fb *Framebuffer, err error) {
	var (
		buffer  gl.Framebuffer
		texture gl.Texture
	)
	buffer = gl.GenFramebuffer()
	buffer.Bind()
	texture = gl.GenTexture()
	texture.Bind(gl.TEXTURE_2D)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
	gl.DrawBuffer(gl.COLOR_ATTACHMENT0)
	if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
		err = fmt.Errorf("Framebuffer could not be set up")
		return
	}
	fb = &Framebuffer{
		Buffer:  buffer,
		Texture: texture,
		Width:   w,
		Height:  h,
	}
	return
}
开发者ID:pikkpoiss,项目名称:ld27,代码行数:27,代码来源:framebuffer.go


示例5: glTexImage2D

func (self *OpenGLRenderer) glTexImage2D(textureType gl.GLenum, texture *render.Texture) {
	gl.TexImage2D(textureType, 0, gl.RGB,
		texture.Image.Width(), texture.Image.Height(), 0,
		gl.BGR, gl.UNSIGNED_BYTE,
		texture.Image.Bytes(),
	)
}
开发者ID:jasonroelofs,项目名称:slartibartfast,代码行数:7,代码来源:opengl_renderer.go


示例6: loadFont

// loadFont loads the given font data. This does not deal with font scaling.
// Scaling should be handled by the independent Bitmap/Truetype loaders.
// We therefore expect the supplied image and charset to already be adjusted
// to the correct font scale.
//
// The image should hold a sprite sheet, defining the graphical layout for
// every glyph. The config describes font metadata.
func loadFont(img *image.RGBA, config *FontConfig) (f *Font, err error) {
	f = new(Font)
	f.Config = config

	// Resize image to next power-of-two.
	img = glh.Pow2Image(img).(*image.RGBA)
	ib := img.Bounds()

	f.Width = ib.Dx()
	f.Height = ib.Dy()

	// Create the texture itself. It will contain all glyphs.
	// Individual glyph-quads display a subset of this texture.
	f.Texture = gl.GenTexture()
	f.Texture.Bind(gl.TEXTURE_2D)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, ib.Dx(), ib.Dy(), 0,
		gl.RGBA, gl.UNSIGNED_BYTE, img.Pix)

	// file, err := os.Create("font.png")
	// if err != nil {
	// 	log.Fatal(err)
	// }

	// err = png.Encode(file, img)
	// if err != nil {
	// 	log.Fatal(err)
	// }

	return
}
开发者ID:nobonobo,项目名称:gltext,代码行数:39,代码来源:font.go


示例7: Init

// Initialize texture storage. _REQUIRED_ before using it as a framebuffer target.
func (t *Texture) Init() {
	With(t, func() {
		// generate base level storage
		gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, t.W, t.H, 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
		// generate required number of mipmaps given texture dimensions
		gl.GenerateMipmap(gl.TEXTURE_2D)
	})
}
开发者ID:nobonobo,项目名称:glh,代码行数:9,代码来源:texture.go


示例8: Render

func (v *Video) Render() {
	for running {
		select {
		case dimensions := <-v.resize:
			v.ResizeEvent(dimensions[0], dimensions[1])
		case val := <-v.tick:
			slice := make([]uint8, len(val)*3)
			for i := 0; i < len(val); i = i + 1 {
				slice[i*3+0] = (uint8)((val[i] >> 16) & 0xff)
				slice[i*3+1] = (uint8)((val[i] >> 8) & 0xff)
				slice[i*3+2] = (uint8)((val[i]) & 0xff)
			}

			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			v.tex.Bind(gl.TEXTURE_2D)

			if ppu.OverscanEnabled {
				gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 240, 224, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
			} else {
				gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 256, 240, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
			}

			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

			gl.Begin(gl.QUADS)
			gl.TexCoord2f(0.0, 1.0)
			gl.Vertex3f(-1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 1.0)
			gl.Vertex3f(1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 0.0)
			gl.Vertex3f(1.0, 1.0, 0.0)
			gl.TexCoord2f(0.0, 0.0)
			gl.Vertex3f(-1.0, 1.0, 0.0)
			gl.End()

			if v.screen != nil {
				sdl.GL_SwapBuffers()
			}

			v.frametick <- true
		}
	}
}
开发者ID:richardjoo,项目名称:Fergulator,代码行数:45,代码来源:video.go


示例9: imageAlpha

func imageAlpha(pix []byte, width, height int) (*Sampler2D, error) {
	s := &Sampler2D{
		tex: gl.GenTexture(),
	}
	s.bind()
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.R8, width, height, 0, gl.RED, gl.UNSIGNED_BYTE, pix)
	return s, nil
}
开发者ID:james4k,项目名称:gfx,代码行数:10,代码来源:sampler.go


示例10: initTexture2

func initTexture2(filename string) gl.Texture {
	img, err := glfw.ReadImage(filename+".tga", glfw.NoRescaleBit)
	if err != nil {
		panic(err)
	}
	rt := gl.GenTexture()
	gl.Enable(gl.TEXTURE_2D)
	rt.Bind(gl.TEXTURE_2D)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, img.Width(), img.Height(), 0, gl.RGBA, gl.UNSIGNED_BYTE, img.Data())
	fmt.Println(filename, img.Width(), img.Height())
	return rt
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:17,代码来源:main.go


示例11: uploadTexture_RGBA32

func uploadTexture_RGBA32(w, h int, data []byte) gl.Texture {

	id := gl.GenTexture()
	id.Bind(gl.TEXTURE_2D)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int(w), int(h), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)

	if gl.GetError() != gl.NO_ERROR {
		id.Delete()
		panic("Failed to load a texture")
		return 0
	}
	return id
}
开发者ID:jayschwa,项目名称:examples,代码行数:18,代码来源:main.go


示例12: CreateTexture

func CreateTexture(img image.Image) (*Texture, error) {
	imgW, imgH := img.Bounds().Dx(), img.Bounds().Dy()
	imgDim := Vector2{float32(imgW), float32(imgH)}

	rgbaImg, ok := img.(*image.NRGBA)
	if !ok {
		return nil, errors.New("texture must be an NRGBA image")
	}

	textureId := gl.GenTexture()
	textureId.Bind(gl.TEXTURE_2D)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)

	gl.TexImage2D(gl.TEXTURE_2D, 0, 4, imgW, imgH, 0, gl.RGBA, gl.UNSIGNED_BYTE, rgbaImg.Pix)

	return &Texture{textureId, imgDim, false, false, false, nextTextureCacheId()}, nil
}
开发者ID:BrunoAssis,项目名称:gosfml,代码行数:18,代码来源:texture.go


示例13: NewTextureEmpty

func NewTextureEmpty(width int, height int, model color.Model) *Texture {
	internalFormat, typ, format, target, e := ColorModelToGLTypes(model)
	if e != nil {
		return nil
	}
	a := gl.GenTexture()
	a.Bind(target)
	gl.TexImage2D(target, 0, internalFormat, width, height, 0, typ, format, nil)

	t := &Texture{a, false, nil, format, typ, internalFormat, target, width, height}

	t.SetWraping(WrapS, ClampToEdge)
	t.SetWraping(WrapT, ClampToEdge)
	t.SetFiltering(Nearest, Nearest)

	ResourceManager.Add(t)

	return t
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:19,代码来源:Texture.go


示例14: functionAdaptor

func functionAdaptor(target gl.GLenum, iformat gl.GLint, format, tp gl.GLenum) texFunction {
	switch target {
	case gl.TEXTURE_1D:
		return func(level int, g *TextureGeometry, pixels interface{}) {
			gl.TexImage1D(gl.TEXTURE_1D, level, int(iformat), g.Width, 0, format, tp, pixels)
		}

	case gl.TEXTURE_2D:
		return func(level int, g *TextureGeometry, pixels interface{}) {
			gl.TexImage2D(gl.TEXTURE_2D, level, int(iformat), g.Width, g.Height, 0, format, tp, pixels)
		}

	case gl.TEXTURE_3D:
		return func(level int, g *TextureGeometry, pixels interface{}) {
			gl.TexImage3D(gl.TEXTURE_3D, level, int(iformat), g.Width, g.Height, g.Depth, 0, format, tp, pixels)
		}
		break
	}

	panic(0)
}
开发者ID:spacetug,项目名称:raytracer,代码行数:21,代码来源:texture.go


示例15: initTexture

func initTexture(filename string, width, height int) gl.Texture {
	file, err := os.Open(filename + ".png")
	if err != nil {
		panic(err)
	}
	defer file.Close()
	img, _, err := image.Decode(file)
	if err != nil {
		panic(err)
	}
	t := reflect.ValueOf(img)
	fmt.Println(t.Elem().Type().Name())
	canvas := image.NewRGBA(image.Rect(0, 0, width, height))
	for y := 0; y < height; y++ {
		for x := 0; x < width; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			if (filename == "hex4v" || filename == "hexstar2" || filename == "hexborder") && r == 0 && g == 0 && b == 0 {
				a = 0
			}
			// if filename == "hex5k" {
			// 	fmt.Println(r, g, b, a)
			// }
			base := 4*x + canvas.Stride*y
			canvas.Pix[base] = uint8(r)
			canvas.Pix[base+1] = uint8(g)
			canvas.Pix[base+2] = uint8(b)
			canvas.Pix[base+3] = uint8(a)
		}
	}
	rt := gl.GenTexture()
	gl.Enable(gl.TEXTURE_2D)
	rt.Bind(gl.TEXTURE_2D)
	gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	// gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, canvas.Pix)
	return rt
}
开发者ID:TheOnly92,项目名称:gexic,代码行数:40,代码来源:main.go


示例16: Render

func (v *Video) Render(frame []byte, frame_w int, frame_h int) {
	gl.Clear(gl.COLOR_BUFFER_BIT)
	v.Texture.Bind(gl.TEXTURE_2D)

	gl.TexImage2D(gl.TEXTURE_2D, 0, 3, frame_w, frame_h, 0, gl.RGB, gl.UNSIGNED_BYTE, frame)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-1.0, -1.0, 0.0)
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(1.0, -1.0, 0.0)
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(1.0, 1.0, 0.0)
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-1.0, 1.0, 0.0)
	gl.End()

	glfw.SwapBuffers()
}
开发者ID:samfoo,项目名称:gones,代码行数:22,代码来源:video.go


示例17: pack

// Packs image into a texture of size * size dimensions
func (i *ImagePacker) pack(size int) (SpriteSheet, error) {
	rootNode := newNode(size, size)

	for v, img := range i.images {
		err := rootNode.recInsert(img.w, img.h, v)
		if err != nil {
			return SpriteSheet{}, err
		}
	}

	nodeImage := image.NewRGBA(image.Rect(0, 0, size, size))

	traverseNodes(rootNode, func(nd node) {
		draw.Draw(nodeImage, image.Rect(nd.rc.left, nd.rc.top, nd.rc.right, nd.rc.bottom), i.images[nd.id].image, image.ZP, draw.Src)

		i.sprites[nd.id].left = float32(nd.rc.left) / float32(size)
		i.sprites[nd.id].top = float32(nd.rc.bottom) / float32(size)
		i.sprites[nd.id].right = float32(nd.rc.right) / float32(size)
		i.sprites[nd.id].bottom = float32(nd.rc.top) / float32(size)
		i.sprites[nd.id].W = float32(nd.rc.right - nd.rc.left)
		i.sprites[nd.id].H = float32(nd.rc.bottom - nd.rc.top)
	})

	texture := gl.GenTexture()
	texture.Bind(gl.TEXTURE_2D)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, nodeImage.Pix)

	texture.Unbind(gl.TEXTURE_2D)

	spriteSheet := NewSpriteSheet(texture, size, size)

	return spriteSheet, nil
}
开发者ID:akovaski,项目名称:glSpriteSheet,代码行数:40,代码来源:ImagePacker.go


示例18: bind

// bind the given atlas to the current GL context
//
// the current implementation is very stupid, since it will
// upload the texture every single call.
//
// later, improve this to upload only if there is a real need for it
func (a *Atlas) bind() error {
	// discard any possible error
	if err := checkGlError(); err != nil {
		return err
	}
	if gl.Object(a.gltex).IsTexture() {
		a.gltex = gl.GenTexture()
	}
	a.gltex.Bind(gl.TEXTURE_2D)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, a.data.Bounds().Dx(), a.data.Bounds().Dy(), 0, gl.RGBA, gl.UNSIGNED_BYTE, a.data.Pix)
	if err := checkGlError(gl.OUT_OF_MEMORY, gl.INVALID_OPERATION); err != nil {
		return err
	}

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
	gl.GenerateMipmap(gl.TEXTURE_2D)
	panicGlError()
	return nil
}
开发者ID:andrebq,项目名称:exp,代码行数:28,代码来源:atlas.go


示例19: LoadTexture

func LoadTexture(filename string) gl.Texture {
	r, err := os.Open(filename)
	if err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return 0
	}
	defer r.Close()

	img, _, err := image.Decode(r)
	if err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return 0
	}

	// lazy way to ensure we have the correct image format for opengl
	rgbaImg := image.NewNRGBA(img.Bounds())
	draw.Draw(rgbaImg, img.Bounds(), img, image.ZP, draw.Src)

	tex := gl.GenTexture()
	tex.Bind(gl.TEXTURE_2D)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

	// flip image: first pixel is lower left corner
	w, h := img.Bounds().Dx(), img.Bounds().Dy()
	data := make([]byte, w*h*4)
	lineLen := w * 4
	dest := len(data) - lineLen
	for src := 0; src < len(rgbaImg.Pix); src += rgbaImg.Stride {
		copy(data[dest:dest+lineLen], rgbaImg.Pix[src:src+rgbaImg.Stride])
		dest -= lineLen
	}
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, data)

	return tex
}
开发者ID:samnm,项目名称:goblocks,代码行数:38,代码来源:utils.go


示例20: NewTexture2

func NewTexture2(data interface{}, width int, height int, target gl.GLenum, internalFormat int, typ gl.GLenum, format gl.GLenum) *Texture {
	a := gl.GenTexture()
	a.Bind(target)
	gl.TexImage2D(target, 0, internalFormat, width, height, 0, typ, format, data)

	t := &Texture{a, false, data, format, typ, internalFormat, target, width, height}

	t.SetWraping(WrapS, ClampToEdge)
	t.SetWraping(WrapT, ClampToEdge)
	t.SetFiltering(Nearest, Nearest)

	//ansi := []float32{0}
	//gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY_EXT, ansi)
	//gl.TexParameterf(target, gl.TEXTURE_MAX_ANISOTROPY_EXT, ansi[0])

	t.PreloadRender() //Forcing texture to go to VRAM and prevent shuttering
	t.data = nil
	data = nil

	ResourceManager.Add(t)

	return t
}
开发者ID:gulinfang,项目名称:GarageEngine,代码行数:23,代码来源:Texture.go



注:本文中的github.com/go-gl/gl.TexImage2D函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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Golang gl.TexParameteri函数代码示例发布时间:2022-05-23
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Golang gl.TexCoord2f函数代码示例发布时间:2022-05-23
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