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C++ CheckGLError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C++中CheckGLError函数的典型用法代码示例。如果您正苦于以下问题:C++ CheckGLError函数的具体用法?C++ CheckGLError怎么用?C++ CheckGLError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CheckGLError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C++代码示例。

示例1: assert

/**
 * Sets an uniform matrix.
 * Matrices are always of type float.
 * \warning uses glGetError();
 * \remark only available if GLSL_ALLOW_IMPLICIT_CASTS is defined.
 * \param name - name of the parameter
 * \param m - an int array containing up to 16 ints for the matrix. Ints are converted to float before uploading.
 * \param bTranspose - if true, the matrix will be transposed before uploading.
 * \return void
 * \author <a href="mailto:[email protected]">Jens Schneider</a>
 * \date Mar.2005
 */
void GLSLProgram::SetUniformMatrix(const char *name,const bool *m, bool bTranspose) const {
  assert(m_bEnabled);
  CheckGLError();

  GLenum iType;
  GLint iLocation;

  try {
    iLocation = get_uniform_vector(name, m_hProgram, &iType);
  } catch(tuvok::GLError gl) {
    T_ERROR("Error (%d) obtaining uniform %s in '%s' or '%s'.", gl.errno(),
            name, m_sVS.c_str(), m_sFS.c_str());
    return;
  }

  float M[16];
  switch (iType) {
    case GL_FLOAT_MAT2:
      for (unsigned int ui=0; ui<4; ui++) M[ui]=(m[ui] ? 1.0f : 0.0f);
      glUniformMatrix2fv(iLocation,1,bTranspose,M);
      break;
    case GL_FLOAT_MAT3:
      for (unsigned int ui=0; ui<9; ui++) M[ui]=(m[ui] ? 1.0f : 0.0f);
      glUniformMatrix3fv(iLocation,1,bTranspose,M);
      break;
    case GL_FLOAT_MAT4:
      for (unsigned int ui=0; ui<16; ui++) M[ui]=(m[ui] ? 1.0f : 0.0f);
      glUniformMatrix4fv(iLocation,1,bTranspose,M);
      break;
    default:
      T_ERROR("Unknown type (%d) for %s.", iType, name);
      break;
  }
#ifdef GLSL_DEBUG
  CheckGLError("SetUniformMatrix(%s,int*,bool)",name);
#endif
}
开发者ID:burlen,项目名称:visit_vtk_7_src,代码行数:49,代码来源:GLSLProgram.cpp


示例2: UnloadAssets

	void Renderer::SetupUi(Ui* pUiPtr)
	{
		UnloadAssets();

		_uiPtr = pUiPtr;
		for (UiElement* elem : _uiPtr->GetElements())
		{
			ProcessElement(elem);
		}

		if(_menuPtr != nullptr)
			ProcessElement(_menuPtr);

		CheckGLError();
	}
开发者ID:juliendehos,项目名称:librarium.so,代码行数:15,代码来源:Renderer.cpp


示例3: wxGLContext

LabyrinthGLContext::LabyrinthGLContext(wxGLCanvas *canvas)
             : wxGLContext(canvas)
{
    SetCurrent(*canvas);

    wxRect rect = canvas->GetRect();
    m_width = rect.GetWidth();
    m_height = rect.GetHeight();

    MyInit();

    DrawScene();

    CheckGLError();
}
开发者ID:kmachnicki,项目名称:opengl-work,代码行数:15,代码来源:wx_labyrinth.cpp


示例4: LoadShaders

/**
 * Class constructor, loads shaders & gets locations of variables in them
 */
AssimpLoader::AssimpLoader() {
    importerPtr = new Assimp::Importer;
    scene = NULL;
    isObjectLoaded = false;

    // shader related setup -- loading, attribute and uniform locations
    std::string vertexShader    = "shaders/modelTextured.vsh";
    std::string fragmentShader  = "shaders/modelTextured.fsh";
    shaderProgramID         = LoadShaders(vertexShader, fragmentShader);
    vertexAttribute         = GetAttributeLocation(shaderProgramID, "vertexPosition");
    vertexUVAttribute       = GetAttributeLocation(shaderProgramID, "vertexUV");
    mvpLocation             = GetUniformLocation(shaderProgramID, "mvpMat");
    textureSamplerLocation  = GetUniformLocation(shaderProgramID, "textureSampler");

    CheckGLError("AssimpLoader::AssimpLoader");
}
开发者ID:anandmuralidhar24,项目名称:SimpleARAndroid,代码行数:19,代码来源:assimpLoader.cpp


示例5: UpdateDynamicElements

	/**
	*	Draw a frame
	*	@param delta Delta time between the last frame and now
	*/
	void Renderer::DrawFrame(float pDelta, bool pDisplayMenu)
	{
		UpdateDynamicElements();

		glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);

		glViewport(0, 0, _width, _height);

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		DrawUi(pDelta);

		if (pDisplayMenu && _menuPtr != nullptr)
			DrawMenu(pDelta);

		CheckGLError();
	}
开发者ID:juliendehos,项目名称:librarium.so,代码行数:21,代码来源:Renderer.cpp


示例6: glClear

void Scene::DrawScene()
{
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

    	camera.SetUpCamera();
		for( Object *obj : sceneObjs )
		obj->Draw();

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	CheckGLError();
}
开发者ID:danng007,项目名称:FinalYearProject,代码行数:17,代码来源:Scene.cpp


示例7: wxGLContext

AppGLContext::AppGLContext(wxGLCanvas	*canvas)
	: wxGLContext(canvas),
	mainFrame(NULL),
	seabed(NULL),
	dolphin(NULL),
	aquaSurf(NULL),
	sky(NULL)
{
	SetCurrent(*canvas);

	GLenum err = glewInit();
	if( GLEW_OK != err )
	{
		wxLogError("Can't initialize GLEW! Error: %s", glewGetErrorString(err));
	}

	glsl120fallback = false;
	fpsCount = 0;
	
	initShaders();

	seabed = new CMesh();
	seabed->Create("seabed.obj");
	seabed->setGLSLProgram(&prog);

	dolphin = new CMesh();
	dolphin->Create("Dolphin.obj");
	dolphin->setGLSLProgram(&prog);
	dolphinWorld = mat4(1.0f);

	aquaSurf = new AquaSurface("aqua.jpg", "aqua_nrm.png", 4.0f, 80);

	sky = new SkyBox();
	sky->loadCubeMap("texture/pos_x.jpg",
					 "texture/neg_x.jpg",
					 "texture/pos_y.jpg",
					 "texture/neg_y.jpg",
					 "texture/pos_z.jpg",
					 "texture/neg_z.jpg");
	sky->buildEffect("cubemap");

	//Initialize light data
	lightPos = glm::vec4(0.0f, 1.0f, 0.0f, 1.0f);

	CheckGLError();
}
开发者ID:YaroslavDev,项目名称:OpenGL-Course-Work,代码行数:46,代码来源:AppGLContext.cpp


示例8: SetViewport

void DaydreamRenderer::DrawFrame(JNIEnv &env) {
    // use the scratch list to get the recommended viewports
    scratch_viewport_list_->SetToRecommendedBufferViewports();

    // construct FBO backed viewports
    gvr::BufferViewport fbo_viewport = gvr_api_->CreateBufferViewport();

    scratch_viewport_list_->GetBufferViewport(0, &scratch_viewport_);
    fbo_viewport.SetSourceBufferIndex(0);
    fbo_viewport.SetSourceFov(scratch_viewport_.GetSourceFov());
    fbo_viewport.SetReprojection(scratch_viewport_.GetReprojection());
    fbo_viewport.SetSourceUv(kDefaultUV);
    fbo_viewport.SetTargetEye(GVR_LEFT_EYE);
    viewport_list_->SetBufferViewport(0, fbo_viewport);

    scratch_viewport_list_->GetBufferViewport(1, &scratch_viewport_);
    fbo_viewport.SetSourceBufferIndex(1);
    fbo_viewport.SetSourceFov(scratch_viewport_.GetSourceFov());
    fbo_viewport.SetReprojection(scratch_viewport_.GetReprojection());
    fbo_viewport.SetSourceUv(kDefaultUV);
    fbo_viewport.SetTargetEye(GVR_RIGHT_EYE);
    viewport_list_->SetBufferViewport(1, fbo_viewport);

    gvr::Frame frame = swapchain_->AcquireFrame();

    gvr::ClockTimePoint target_time = gvr::GvrApi::GetTimePointNow();
    target_time.monotonic_system_time_nanos += kPredictionTimeWithoutVsyncNanos;

    head_view_ = gvr_api_->GetHeadSpaceFromStartSpaceRotation(target_time);

    cameraRig_->getHeadTransform()->setModelMatrix(MatrixToGLMMatrix(head_view_));

    // Render the eye images.
    for (int eye = 0; eye < 2; eye++) {
        frame.BindBuffer(eye);
        viewport_list_->GetBufferViewport(eye, &scratch_viewport_);
        SetViewport(scratch_viewport_);
        env.CallVoidMethod(rendererObject_, onDrawEyeMethodId_, eye);
        frame.Unbind();
    }

    // Submit frame.
    frame.Submit(*viewport_list_, head_view_);

    CheckGLError("onDrawFrame");
}
开发者ID:apjagdale,项目名称:GearVRf,代码行数:46,代码来源:daydream_renderer.cpp


示例9: glUseProgram

/**
 * Renders the 3D model by rendering every mesh in the object
 */
void AssimpLoader::Render3DModel(glm::mat4 *mvpMat) {

    if (!isObjectLoaded) {
        return;
    }

    glUseProgram(shaderProgramID);
    glUniformMatrix4fv(mvpLocation, 1, GL_FALSE, (const GLfloat *) mvpMat);

    glActiveTexture(GL_TEXTURE0);
    glUniform1i(textureSamplerLocation, 0);

    unsigned int numberOfLoadedMeshes = modelMeshes.size();

    // render all meshes
    for (unsigned int n = 0; n < numberOfLoadedMeshes; ++n) {

        // Texture
        if (modelMeshes[n].textureIndex) {
            glBindTexture( GL_TEXTURE_2D, modelMeshes[n].textureIndex);
        }

        // Faces
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelMeshes[n].faceBuffer);

        // Vertices
        glBindBuffer(GL_ARRAY_BUFFER, modelMeshes[n].vertexBuffer);
        glEnableVertexAttribArray(vertexAttribute);
        glVertexAttribPointer(vertexAttribute, 3, GL_FLOAT, 0, 0, 0);

        // Texture coords
        glBindBuffer(GL_ARRAY_BUFFER, modelMeshes[n].textureCoordBuffer);
        glEnableVertexAttribArray(vertexUVAttribute);
        glVertexAttribPointer(vertexUVAttribute, 2, GL_FLOAT, 0, 0, 0);

        glDrawElements(GL_TRIANGLES, modelMeshes[n].numberOfFaces * 3, GL_UNSIGNED_INT, 0);

        // unbind buffers
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    }

    CheckGLError("AssimpLoader::renderObject() ");

}
开发者ID:anandmuralidhar24,项目名称:SimpleARAndroid,代码行数:49,代码来源:assimpLoader.cpp


示例10: glClear

void GLMainContext::DrawScene()
{
    glClear(GL_COLOR_BUFFER_BIT);

    // Draw the grass
    int xPos=0, yPos=0;
    for (int i = 0; i < 8; i++)
    {
        for (int j = 0; j < 6; j++)
        {
            xPos = i * 256/2 - 128;
            if (i%2)
                yPos = (j * 128) - 128/2;
            else
                yPos = (j * 128);

            m_pGrassImg->BlitImage(xPos, yPos);
        }
    }

    // Draw some trees
    m_pTreesImg[0]->BlitImage(15,25);
    m_pTreesImg[1]->BlitImage(695,55);
    m_pTreesImg[2]->BlitImage(15,25);
    m_pTreesImg[3]->BlitImage(300,400);
    m_pTreesImg[4]->BlitImage(125,75);
    m_pTreesImg[5]->BlitImage(350,250);
    m_pTreesImg[6]->BlitImage(400,350);
    m_pTreesImg[7]->BlitImage(350,105);
    m_pTreesImg[8]->BlitImage(530,76);
    m_pTreesImg[9]->BlitImage(125,450);
    m_pTreesImg[10]->BlitImage(425,390);
    m_pTreesImg[11]->BlitImage(25,125);
    m_pTreesImg[12]->BlitImage(550,365);
    m_pTreesImg[13]->BlitImage(680,250);
    m_pTreesImg[14]->BlitImage(245,325);
    m_pTreesImg[15]->BlitImage(300,245);

    // Draw the knight
    m_pKnightSprite->DrawSprite();
    // Move to the next frame of the animation
    m_pKnightSprite->NextFrame();

    glFlush();
    CheckGLError();
}
开发者ID:WaldonChen,项目名称:glgame1,代码行数:46,代码来源:glmaincanvas.cpp


示例11: MyGLInits

/**
 * Perform inits and load the triangle's vertices/colors to GLES
 */
void Triangle::PerformGLInits() {

    MyGLInits();

    //specify 3 vertices of the triangle
    static const GLfloat    vertexBufferData[] = {
            -1.0f, -1.0f, 0.0f,
            1.0f, -1.0f, 0.0f,
            0.0f,  1.0f, 0.0f
    };

    // Generate a vertex buffer and load the vertices into it
    glGenBuffers(1, &vertexBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexBufferData), vertexBufferData, GL_DYNAMIC_DRAW);

    //specify colors of the 3 vertices
    static const GLfloat colorBufferData[] = {
            0.0f, 1.0f, 0.0f, //green
            0.0f, 1.0f, 0.0f, //green
            0.0f, 0.0f, 1.0f  //blue
    };

    // Generate a vertex buffer and load the colors into it
    glGenBuffers(1, &colorBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(colorBufferData), colorBufferData, GL_STATIC_DRAW);

    // shader related setup
    std::string vertexShader    = "shaders/colorTriangle.vsh";
    std::string fragmentShader  = "shaders/colorTriangle.fsh";

    // compile the vertex and fragment shaders, and link them together
    shaderProgramID = LoadShaders(vertexShader, fragmentShader);
    // fetch the locations of "vertexPosition" and "vertexColor" from the shader
    vertexAttribute = GetAttributeLocation(shaderProgramID, "vertexPosition");
    colorAttribute  = GetAttributeLocation(shaderProgramID, "vertexColor");

    // set parameters that control animation of the triangle
    triangleVertexDelta = 0;
    triangleSwapRate = 0.01; // increase this to speedup the animation

    CheckGLError("Triangle::PerformGLInits");
    initsDone = true;
}
开发者ID:anandmuralidhar24,项目名称:TriangleAndroid,代码行数:48,代码来源:triangle.cpp


示例12: fns

void Image::Load(const std::wstring& fn)
{
    texture = std::make_shared<Texture>();

    std::string fns(fn.begin(), fn.end());
    unsigned char* data = stbi_load(fns.c_str(), &w, &h, &channels, STBI_default);
    Bind bind(*this);
    if (channels==4)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
    else if (channels == 3)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    else
        assert(false && "Unsupported image format");
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    //glTexParameteri(GL_TEXTURE_MAX_LEVEL, 0);
    CheckGLError();
    stbi_image_free(data);
}
开发者ID:countpauper,项目名称:countpauper,代码行数:18,代码来源:Image.cpp


示例13: MultisampleBuffer

 MultisampleBuffer(GLsizei bufferWidth, GLsizei bufferHeight) {
     maxSize = 0;
     // Query the maximum size
     glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxSize);
     printf("Maximum reported renderbuffer size is: %d\n", maxSize);
     
     // Gen buffers
     glGenFramebuffers(1, &fbo);
     glGenTextures(1, &colorBuffer);
     
     glGenFramebuffers(1, &multisampleFBO);
     glGenRenderbuffers(1, &multisampleColorBuffer);
     glGenRenderbuffers(1, &multisampleDepthBuffer);
     
     // Setup Standard FBO
     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
     
     glBindTexture(GL_TEXTURE_2D, colorBuffer);
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bufferWidth, bufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     glBindTexture(GL_TEXTURE_2D, 0);
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBuffer, 0);
     
     // Setup Multisample FBO
     glBindFramebuffer(GL_FRAMEBUFFER, multisampleFBO);
     
     glBindRenderbuffer(GL_RENDERBUFFER, multisampleColorBuffer);
     glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_RGBA, bufferWidth, bufferHeight);
     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, multisampleColorBuffer);
     
     glBindRenderbuffer(GL_RENDERBUFFER, multisampleDepthBuffer);
     glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT24, bufferWidth, bufferHeight);
     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, multisampleDepthBuffer);
     
     glBindFramebuffer(GL_FRAMEBUFFER, 0);
     
     width = bufferWidth;
     height = bufferHeight;
     
     CheckGLError("MultisampleBuffer created");
 }
开发者ID:JamesLinus,项目名称:osx-multisample-corruption,代码行数:44,代码来源:main.cpp


示例14: glGetIntegerv

void VideoEngine::MakeScreenshot(const std::string &filename)
{
    private_video::ImageMemory buffer;

    // Retrieve the width and height of the viewport.
    GLint viewport_dimensions[4]; // viewport_dimensions[2] is the width, [3] is the height
    glGetIntegerv(GL_VIEWPORT, viewport_dimensions);

    // Buffer to store the image before it is flipped
    buffer.width = viewport_dimensions[2];
    buffer.height = viewport_dimensions[3];
    buffer.pixels = malloc(buffer.width * buffer.height * 3);
    buffer.rgb_format = true;

    // Read the viewport pixel data
    glReadPixels(viewport_dimensions[0], viewport_dimensions[1],
                 buffer.width, buffer.height, GL_RGB, GL_UNSIGNED_BYTE, buffer.pixels);

    if(CheckGLError() == true) {
        IF_PRINT_WARNING(VIDEO_DEBUG) << "an OpenGL error occured: " << CreateGLErrorString() << std::endl;

        free(buffer.pixels);
        buffer.pixels = NULL;
        return;
    }

    // Vertically flip the image, then swap the flipped and original images
    void *buffer_temp = malloc(buffer.width * buffer.height * 3);
    for(uint32 i = 0; i < buffer.height; ++i) {
        memcpy((uint8 *)buffer_temp + i * buffer.width * 3,
               (uint8 *)buffer.pixels + (buffer.height - i - 1) * buffer.width * 3, buffer.width * 3);
    }
    void *temp = buffer.pixels;
    buffer.pixels = buffer_temp;
    buffer_temp = temp;

    buffer.SaveImage(filename);

    free(buffer_temp);
    free(buffer.pixels);
    buffer.pixels = NULL;
}
开发者ID:galexcode,项目名称:ValyriaTear,代码行数:42,代码来源:video.cpp


示例15: sprintf

void AppGLContext::render()
{
	//calc fps & update status bar
	fpsTimer.AdvanceTime();
	fpsCount++;	
	if(fpsTimer.GetElapsedTime()>1)
	{	
		if( mainFrame )
		{
			char tempBuf[512];		
			sprintf(tempBuf,"FPS: %d",fpsCount);
			mainFrame->getStatusBar()->SetStatusText(tempBuf);
		}
		fpsTimer.Reset();
		fpsCount=0;
	}

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if( seabed )
	{
		seabed->Render();
	}

	if( dolphin )
	{
		dolphin->Render();
	}

	if( aquaSurf )
	{
		aquaSurf->render();
	}

	if( sky )
	{
		sky->render();
	}

    CheckGLError();
}
开发者ID:YaroslavDev,项目名称:OpenGL-Course-Work,代码行数:41,代码来源:AppGLContext.cpp


示例16: CheckGLError

		//--------------------------------------------------------------
		void Lighting::setup()
		{
			ENTROPY_SCENE_EXIT_LISTENER;
			ENTROPY_SCENE_RESIZE_LISTENER;
			ENTROPY_SCENE_UPDATE_LISTENER;
			ENTROPY_SCENE_DRAW_WORLD_LISTENER;
			ENTROPY_SCENE_GUI_LISTENER;

			// Load shaders.
			this->shader.load("shaders/main");
			this->shader.printActiveUniforms();
			this->shader.printActiveUniformBlocks();
			CheckGLError();

			this->skyboxShader.load("shaders/skybox");
			glGenVertexArrays(1, &this->defaultVao);
			CheckGLError();

			// Set up view UBO.
			const int viewUboBinding = 1;
			this->viewUbo.setup(viewUboBinding);
			this->viewUbo.configureShader(this->shader);
			this->viewUbo.configureShader(this->skyboxShader);
			CheckGLError();

			// Set up lighting.
			this->lightingSystem.setup(this->getCamera());
			this->lightingSystem.configureShader(this->shader);
			this->lightingSystem.setAmbientIntensity(0.5f);
			CheckGLError();

			// Set up PBR.
			this->material.setBaseColor(ofFloatColor(1.0f, 1.0f, 1.0f, 1.0f));
			this->material.setMetallic(0.0f);
			this->material.setRoughness(0.0f);
			this->material.setEmissiveColor(ofFloatColor(1.0f, 0.4f, 0.0f, 1.0f));
			this->material.setEmissiveIntensity(0.0f);
			CheckGLError();

			this->skyboxMap.loadDDSTexture("textures/output_skybox.dds");
			this->irradianceMap.loadDDSTexture("textures/output_iem.dds");
			this->radianceMap.loadDDSTexture("textures/output_pmrem.dds");
			CheckGLError();

			glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

			this->sphere = ofSpherePrimitive(1.0f, 24);
		}
开发者ID:Entropy,项目名称:Entropy,代码行数:49,代码来源:Lighting.cpp


示例17: glClear

void Scene::Draw()
{
	// Clear colour and depth buffers
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// Update based on window details (also sets initial projection properties)
	Reshape(windowWidth, windowHeight);
	// Reset MODELVIEW matrix
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	// Setup viewing properties
	camera.SetupCamera();
	// Display all objects in the Scene
	for (DisplayableObject* obj : objects)
		obj->Display();

	// Zealous reset of MODELVIEW matrix
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	// Dump silent GL errors into console output
	CheckGLError();
}
开发者ID:ThomasJamesSmith,项目名称:G53GRA_C-Framework,代码行数:21,代码来源:Scene.cpp


示例18: assert

 void Texture2D::initWithData(const void* data,ssize_t dataLen,Texture2D::PixelFormat format,int width,int height){
     assert(dataLen > 0 && width > 0 && height > 0);
     
     glGenTextures(1,&_textureId);
     glBindTexture(GL_TEXTURE_2D,_textureId);
     
     glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
     glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
     glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
     glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
     
     if (format == PixelFormat::I8) {
         glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE,width,height,0,GL_UNSIGNED_BYTE,GL_LUMINANCE,data);
     }else if (format == PixelFormat::RGBA8888){
         glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_UNSIGNED_BYTE,GL_RGBA,data);
     }
     CheckGLError();
     
     _width = width;
     _height = height;
     _pixelFormat = format;
 }
开发者ID:fatdai,项目名称:D2DEngine_V2,代码行数:22,代码来源:Texture2D.cpp


示例19: bind

void GLTextureObject::resize(int w, int h) {
  if (fboMode == false) {

    // cant do resizing in this function as its only for resizing for fbo
    // drawing
    return;
  }

  else {
    width = w;
    height = h;

    bind();
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(textureType, 0, GL_RGBA32F, w, h, 0, GL_RGB, GL_FLOAT, NULL);
    CheckGLError("resize");
  }
}
开发者ID:dokipen3d,项目名称:fluidSim,代码行数:22,代码来源:GLTextureObject.cpp


示例20: MyGLInits

/**
 * Basic initializations for GL.
 */
void MyGLInits() {

    // White background
    glClearColor(1.0f, 1.0f, 1.0f, 1.0f);

    // Enable depth test
    glEnable(GL_DEPTH_TEST);
    // Accept fragment if it closer to the camera than the former one
    glDepthFunc(GL_LEQUAL);

    MyLOGI("OpenGL %s, GLSL %s", glGetString(GL_VERSION), glGetString(GL_SHADING_LANGUAGE_VERSION));

    // check if the device supports GLES 3 or GLES 2
    const char* versionStr = (const char*)glGetString(GL_VERSION);
    if (strstr(versionStr, "OpenGL ES 3.") && gl3stubInit()) {
        MyLOGD("Device supports GLES 3");
    } else {
        MyLOGD("Device supports GLES 2");
    }

    CheckGLError("MyGLInits");
}
开发者ID:anandmuralidhar24,项目名称:AssimpAndroid,代码行数:25,代码来源:myGLFunctions.cpp



注:本文中的CheckGLError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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