@SuppressWarnings("static-access") protected void initialize(GL2 gl2) { if (initialized_context_ == gl2) return; initialized_context_ = gl2; if (!gl2.getContext().isHardwareRasterizer()) { // Workaround for Windows Remote Desktop which requires pot textures. System.out.println("opengl rendering may be slow as hardware rendering isn't available"); use_draw_pixels_ = true; return; } gl2.glHint(gl2.GL_POLYGON_SMOOTH_HINT, gl2.GL_NICEST); gl2.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Necessary for non-power-of-2 textures to render correctly. gl2.glPixelStorei(gl2.GL_UNPACK_ALIGNMENT, 1); // Create the texture. gl2.glGenTextures(1, texture_id_, 0); assert(texture_id_[0] != 0); gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]); gl2.glTexParameteri(gl2.GL_TEXTURE_2D, gl2.GL_TEXTURE_MIN_FILTER, gl2.GL_NEAREST); gl2.glTexParameteri(gl2.GL_TEXTURE_2D, gl2.GL_TEXTURE_MAG_FILTER, gl2.GL_NEAREST); gl2.glTexEnvf(gl2.GL_TEXTURE_ENV, gl2.GL_TEXTURE_ENV_MODE, gl2.GL_MODULATE); }
gl.glBindTexture(fboTextureTarget, 0); gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, frameBuffer[0]); final int status = gl.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER); gl.glBindTexture(fboTextureTarget, frameBufferTexture[0]); final int[] width = new int[1]; final int[] height = new int[1]; gl.glBindTexture(fboTextureTarget, 0); gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, frameBuffer[0]);
gl.glBindTexture(GL.GL_TEXTURE_2D, textures[edge]); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP_TO_EDGE); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP_TO_EDGE); gl.glGenerateMipmap(GL.GL_TEXTURE_2D); gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
gl.glBindTexture(GL2.GL_TEXTURE_2D, Texture[0]); gl.glBindTexture(GL2.GL_TEXTURE_2D, 0);
gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]); gl2.glInterleavedArrays(gl2.GL_T2F_V3F, 0, vertices); gl2.glDrawArrays(gl2.GL_QUADS, 0, 4);
final Node node2 = shared.layout.getNode(od); gl.glBindTexture(GL.GL_TEXTURE_2D, textures[pair.second]); gl.glBegin(GL2.GL_QUADS); gl.glTexCoord2d((edge.dim1 == d) ? 0f : 1f, 0f);