/** * @param gl * @param texture */ public void setupFilter(GL gl, Texture texture) { if (filter) { // GL_LINEAR / GL_LINEAR_MIPMAP_LINEAR // tex.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST); // tex.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); // tex.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); // tex.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, // GL2.GL_LINEAR_MIPMAP_LINEAR); } else { texture.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); texture.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); } }
protected void load(GL gl, String fileName) throws GLException, IOException { texture = TextureIO.newTexture(new File(fileName), useMipMap); if(textureMagnificationFilter!=-1) texture.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, textureMagnificationFilter); if(textureMinificationFilter!=-1) texture.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, textureMinificationFilter); }
static public Texture createTexture(GL2 gl, final InputStream _data) { try (InputStream data = _data) { Texture t = TextureIO.newTexture(data, true, null); t.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_LINEAR); t.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); return t; } catch (IOException e) { throw new RuntimeException(e); } }
/** * Setzt die MIN und MAG Filterung der Textur sowie wie sie gewrapt werden * soll. * <p/> * @param tex <br> Die Texture die bearbeitet werden soll. <br> * @param filtering <br> Es k�nnen nur folgende werte genutzt werden: * <br><br> GL_NEAREST <br> Liefert den Wert des * Texturelements, welches am n�chsten (in Manhattandistanz) * zum Zentrum des zu texturierenden Pixels liegt. <br><br> * GL_LINEAR <br> Liefert den gewichteten Mittelwert der * vier Teexturenelemente zur�ck, die dem Zentrum des zu * texturierenden Pixels am n�chsten sind. Dies kann * Randpixel-Elemente einschliessen, je nachdem wie * GL_TEXTURE_WRAP_S und GL_TEXTURE_WRAP_T eingestellt sind. * <br> * @param wrapstyle <br> Setzt die wrap funktion die f�r die Texture * Coordinaten S und T genutzt werden. Es k�nnen folgende * Symbole genutzt werden: <br><br> GL_CLAMP, * GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE, GL_REPEAT, * GL_MIRRORED_REPEAT */ public void setTexturePara(Texture tex, int filtering, int wrapstyle) { GL gl = gc.getGL(); tex.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, filtering); tex.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, filtering); tex.setTexParameteri(gl, GL.GL_TEXTURE_WRAP_S, wrapstyle); tex.setTexParameteri(gl, GL.GL_TEXTURE_WRAP_T, wrapstyle); }
protected void load(GL gl, BufferedImage image) { texture = AWTTextureIO.newTexture(gl.getGLProfile(), image, useMipMap); //GLProfile.getDefault() if(textureMagnificationFilter!=-1) texture.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, textureMagnificationFilter); if(textureMinificationFilter!=-1) texture.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, textureMinificationFilter); }
public void addTexture(GL gl, String pName, BufferedImage img, boolean filter) throws IOException { // ByteArrayOutputStream baos = new ByteArrayOutputStream(); // // ImageIO.write(img, "png", baos); // // baos.close(); // // ByteArrayInputStream bais = new // ByteArrayInputStream(baos.toByteArray()); Texture tex = null; GLProfile glp = GLProfile.get(GLProfile.GL2); tex = AWTTextureIO.newTexture(glp, img, filter); // tex = TextureIO.newTexture(bais, filter, null); if (tex == null) { log.error("error importing buffered image"); // TODO load default empty texture // XXX never throw exeption, allways load default texture!! // throw new RuntimeException("faild load texture: " + fileName); } else { if (filter) { } else { tex.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); tex.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); } } this.cache.put(pName, tex); }
texture.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); texture.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
smoothingChanged = false; if (smoothing) { texture.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); if (mipmap) { texture.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR); } else { texture.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); texture.setTexParameteri(gl, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); texture.setTexParameteri(gl, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);