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FrameBuffer$RenderBuffer.getTexture
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How to use
getTexture
method
in
com.jme3.texture.FrameBuffer$RenderBuffer

Best Java code snippets using com.jme3.texture.FrameBuffer$RenderBuffer.getTexture (Showing top 14 results out of 315)

origin: jMonkeyEngine/jmonkeyengine

leftEyeTexture = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();
rightEyeTexture = (Texture2D) getRightViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();
leftEyeDepth = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();
rightEyeDepth = (Texture2D) getRightViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();
origin: jMonkeyEngine/jmonkeyengine

leftEyeTexture  = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();
rightEyeTexture = (Texture2D)getRightViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();        
leftEyeDepth    = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();
rightEyeDepth   = (Texture2D)getRightViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();        
origin: jMonkeyEngine/jmonkeyengine

leftEyeTexture  = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();
rightEyeTexture = (Texture2D)getRightViewPort().getOutputFrameBuffer().getColorBuffer().getTexture();        
leftEyeDepth    = (Texture2D) getLeftViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();
rightEyeDepth   = (Texture2D)getRightViewPort().getOutputFrameBuffer().getDepthBuffer().getTexture();        
origin: us.ihmc.thirdparty.jme/jme3-lwjgl

for (int i = 0; i < context.boundFB.getNumColorBuffers(); i++) {
  RenderBuffer rb = context.boundFB.getColorBuffer(i);
  Texture tex = rb.getTexture();
  if (tex != null
      && tex.getMinFilter().usesMipMapLevels()) {
    setTexture(0, rb.getTexture());
origin: org.jmonkeyengine/jme3-core

for (int i = 0; i < context.boundFB.getNumColorBuffers(); i++) {
  RenderBuffer rb = context.boundFB.getColorBuffer(i);
  Texture tex = rb.getTexture();
  if (tex != null
      && tex.getMinFilter().usesMipMapLevels()) {
    setTexture(0, rb.getTexture());
origin: org.jmonkeyengine/jme3-core

/**
 * Creates a shared image object from a jME3 render buffer.
 * The returned image shares the same memory with the jME3 render buffer, changes
 * in one view are visible in the other view.
 * <br>
 * This can be used as an alternative to post processing effects
 * (e.g. reduce sum operations, needed e.g. for tone mapping).
 * <br>
 * <b>Note:</b> The renderbuffer must already been uploaded to the GPU,
 * i.e. it must be used at least once for drawing.
 * <p>
 * Before the returned image can be used, it must be acquried explicitly
 * by {@link Image#acquireImageForSharingAsync(com.jme3.opencl.CommandQueue) }
 * and after modifying it, released by {@link Image#releaseImageForSharingAsync(com.jme3.opencl.CommandQueue) }
 * This is needed so that OpenGL and OpenCL operations do not interfer with each other.
 * 
 * @param buffer
 * @param access
 * @return 
 */
public Image bindRenderBuffer(FrameBuffer.RenderBuffer buffer, MemoryAccess access) {
  if (buffer.getTexture() == null) {
    return bindPureRenderBuffer(buffer, access);
  } else {
    return bindImage(buffer.getTexture(), access);
  }
}
protected abstract Image bindPureRenderBuffer(FrameBuffer.RenderBuffer buffer, MemoryAccess access);
origin: org.jmonkeyengine/jme3-core

public void updateRenderTexture(FrameBuffer fb, RenderBuffer rb) {
  Texture tex = rb.getTexture();
  Image image = tex.getImage();
  if (image.isUpdateNeeded()) {
    // Check NPOT requirements
    checkNonPowerOfTwo(tex);
    updateTexImageData(image, tex.getType(), 0, false);
    // NOTE: For depth textures, sets nearest/no-mips mode
    // Required to fix "framebuffer unsupported"
    // for old NVIDIA drivers!
    setupTextureParams(0, tex);
  }
  if (rb.getLayer() < 0){
    glfbo.glFramebufferTexture2DEXT(GLFbo.GL_FRAMEBUFFER_EXT,
        convertAttachmentSlot(rb.getSlot()),
        convertTextureType(tex.getType(), image.getMultiSamples(), rb.getFace()),
        image.getId(),
        0);
  } else {
    glfbo.glFramebufferTextureLayerEXT(GLFbo.GL_FRAMEBUFFER_EXT, 
        convertAttachmentSlot(rb.getSlot()), 
        image.getId(), 
        0,
        rb.getLayer());
  }
}
origin: us.ihmc.thirdparty.jme/jme3-lwjgl

public void updateFrameBufferAttachment(FrameBuffer fb, RenderBuffer rb) {
  boolean needAttach;
  if (rb.getTexture() == null) {
    // if it hasn't been created yet, then attach is required.
    needAttach = rb.getId() == -1;
    updateRenderBuffer(fb, rb);
  } else {
    needAttach = false;
    updateRenderTexture(fb, rb);
  }
  if (needAttach) {
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
        convertAttachmentSlot(rb.getSlot()),
        GL_RENDERBUFFER_EXT,
        rb.getId());
  }
}
origin: us.ihmc.thirdparty.jme/jme3-lwjgl

public void updateRenderTexture(FrameBuffer fb, RenderBuffer rb) {
  Texture tex = rb.getTexture();
  Image image = tex.getImage();
  if (image.isUpdateNeeded()) {
    updateTexImageData(image, tex.getType(), 0);
    // NOTE: For depth textures, sets nearest/no-mips mode
    // Required to fix "framebuffer unsupported"
    // for old NVIDIA drivers!
    setupTextureParams(tex);
  }
  glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
      convertAttachmentSlot(rb.getSlot()),
      convertTextureType(tex.getType(), image.getMultiSamples(), rb.getFace()),
      image.getId(),
      0);
}
origin: org.jmonkeyengine/jme3-core

public void updateFrameBufferAttachment(FrameBuffer fb, RenderBuffer rb) {
  boolean needAttach;
  if (rb.getTexture() == null) {
    // if it hasn't been created yet, then attach is required.
    needAttach = rb.getId() == -1;
    updateRenderBuffer(fb, rb);
  } else {
    needAttach = false;
    updateRenderTexture(fb, rb);
  }
  if (needAttach) {
    glfbo.glFramebufferRenderbufferEXT(GLFbo.GL_FRAMEBUFFER_EXT,
        convertAttachmentSlot(rb.getSlot()),
        GLFbo.GL_RENDERBUFFER_EXT,
        rb.getId());
  }
}

origin: jMonkeyEngine/jmonkeyengine

for (int i = 0; i < context.boundFB.getNumColorBuffers(); i++) {
  RenderBuffer rb = context.boundFB.getColorBuffer(i);
  Texture tex = rb.getTexture();
  if (tex != null
      && tex.getMinFilter().usesMipMapLevels()) {
    setTexture(0, rb.getTexture());
origin: jMonkeyEngine/jmonkeyengine

/**
 * Creates a shared image object from a jME3 render buffer.
 * The returned image shares the same memory with the jME3 render buffer, changes
 * in one view are visible in the other view.
 * <br>
 * This can be used as an alternative to post processing effects
 * (e.g. reduce sum operations, needed e.g. for tone mapping).
 * <br>
 * <b>Note:</b> The renderbuffer must already been uploaded to the GPU,
 * i.e. it must be used at least once for drawing.
 * <p>
 * Before the returned image can be used, it must be acquried explicitly
 * by {@link Image#acquireImageForSharingAsync(com.jme3.opencl.CommandQueue) }
 * and after modifying it, released by {@link Image#releaseImageForSharingAsync(com.jme3.opencl.CommandQueue) }
 * This is needed so that OpenGL and OpenCL operations do not interfer with each other.
 * 
 * @param buffer
 * @param access
 * @return 
 */
public Image bindRenderBuffer(FrameBuffer.RenderBuffer buffer, MemoryAccess access) {
  if (buffer.getTexture() == null) {
    return bindPureRenderBuffer(buffer, access);
  } else {
    return bindImage(buffer.getTexture(), access);
  }
}
protected abstract Image bindPureRenderBuffer(FrameBuffer.RenderBuffer buffer, MemoryAccess access);
origin: jMonkeyEngine/jmonkeyengine

public void updateRenderTexture(FrameBuffer fb, RenderBuffer rb) {
  Texture tex = rb.getTexture();
  Image image = tex.getImage();
  if (image.isUpdateNeeded()) {
    // Check NPOT requirements
    checkNonPowerOfTwo(tex);
    updateTexImageData(image, tex.getType(), 0, false);
    // NOTE: For depth textures, sets nearest/no-mips mode
    // Required to fix "framebuffer unsupported"
    // for old NVIDIA drivers!
    setupTextureParams(0, tex);
  }
  if (rb.getLayer() < 0){
    glfbo.glFramebufferTexture2DEXT(GLFbo.GL_FRAMEBUFFER_EXT,
        convertAttachmentSlot(rb.getSlot()),
        convertTextureType(tex.getType(), image.getMultiSamples(), rb.getFace()),
        image.getId(),
        0);
  } else {
    glfbo.glFramebufferTextureLayerEXT(GLFbo.GL_FRAMEBUFFER_EXT, 
        convertAttachmentSlot(rb.getSlot()), 
        image.getId(), 
        0,
        rb.getLayer());
  }
}
origin: jMonkeyEngine/jmonkeyengine

public void updateFrameBufferAttachment(FrameBuffer fb, RenderBuffer rb) {
  boolean needAttach;
  if (rb.getTexture() == null) {
    // if it hasn't been created yet, then attach is required.
    needAttach = rb.getId() == -1;
    updateRenderBuffer(fb, rb);
  } else {
    needAttach = false;
    updateRenderTexture(fb, rb);
  }
  if (needAttach) {
    glfbo.glFramebufferRenderbufferEXT(GLFbo.GL_FRAMEBUFFER_EXT,
        convertAttachmentSlot(rb.getSlot()),
        GLFbo.GL_RENDERBUFFER_EXT,
        rb.getId());
  }
}

com.jme3.textureFrameBuffer$RenderBuffergetTexture

Popular methods of FrameBuffer$RenderBuffer

  • getId
    Do not use.
  • getSlot
    Do not use.
  • getFormat
  • <init>
  • getFace
  • resetObject
  • setId
    Do not use.
  • getLayer

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