public void glActiveTexture (int texture) { GL13.glActiveTexture(texture); }
public void glActiveTexture (int texture) { GL13.glActiveTexture(texture); }
public void glActiveTexture (int texture) { GL13.glActiveTexture(texture); }
public void glActiveTexture (int texture) { GL13.glActiveTexture(texture); }
@Override public void glActiveTexture(final int texture) { GL13.glActiveTexture(texture); }
public void glActiveTexture(int param1) { GL13.glActiveTexture(param1); }
@Override public void bindTexture(int slot, Texture texture) { if (activeMaterial != null && !activeMaterial.isDisposed()) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + slot); // TODO: Need to be cubemap aware, only need to clear bind when switching from cubemap to 2D and vice versa, // TODO: Don't bind if already bound to the same GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getId()); GL13.glActiveTexture(GL13.GL_TEXTURE0); } }
/** * Activates the texture unit GL_TEXTURE0 + textureSlot, binds the GL_TEXTURE_2D identified by textureId to it * and sets the material provided on construction to sample the texture via the parameterName also provided on * construction. */ @Override public void process() { glActiveTexture(GL_TEXTURE0 + textureSlot); glBindTexture(GL_TEXTURE_2D, textureId); material.setInt(shaderParameterName, textureSlot, true); } }
@Override public void process() { glActiveTexture(GL_TEXTURE0 + textureSlot); glBindTexture(textureType, textureId); material.setInt(materialParameter, textureSlot, true); } }
@Override public void enable() { if (shaderManager.getActiveMaterial() != this || activeFeaturesChanged) { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL20.glUseProgram(getActiveShaderProgramId()); // Make sure the shader manager knows that this program is currently active shaderManager.setActiveMaterial(this); activeFeaturesChanged = false; } }
GL13.glActiveTexture(GL13.GL_TEXTURE0); glBindTexture(GL11.GL_TEXTURE_2D, particleSystem.particleData.texture.getId());
public void updateUniforms(GLTexture sceneDepthMap) { glActiveTexture(GL_TEXTURE0); sceneDepthMap.bind(); setUniformi("sceneDepthMap", 0); } }
public void updateUniforms(GLTexture texture) { glActiveTexture(GL_TEXTURE0); texture.bind(); setUniformi("texture", 0); } }
public void bindTextures(int start) { for (int i = 0; i < ShadowRenderer.NUM_CASCADES; i++) { glActiveTexture(start + i); glBindTexture(GL_TEXTURE_2D, depthMap.getIds()[i]); } }
public void updateUniforms(GLTexture texture, float transparency) { glActiveTexture(GL_TEXTURE0); texture.bind(); setUniformi("texture", 0); setUniformf("transparency", transparency); } }
public void updateUniforms(List<FractalMap> fractals, int N){ setUniformi("N", N); for (int i=0; i<8; i++) { glActiveTexture(GL_TEXTURE0 + i); fractals.get(i).getHeightmap().bind(); setUniformi("fractals[" + i +"].heightmap", i); setUniformi("fractals[" + i +"].scaling", fractals.get(i).getScaling()); setUniformf("fractals[" + i +"].strength", fractals.get(i).getStrength()); } }
public void renderTest(ShadowBuffer shadowMap) { testShaderProgram.bind(); testShaderProgram.setUniform("texture_sampler[0]", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]); quadMesh.render(); testShaderProgram.unbind(); }
public void renderTest(ShadowBuffer shadowMap) { testShaderProgram.bind(); testShaderProgram.setUniform("texture_sampler[0]", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]); quadMesh.render(); testShaderProgram.unbind(); }
public void render() { config.enable(); shader.bind(); shader.updateUniforms(getOrthographicMatrix()); glActiveTexture(GL_TEXTURE0); texture.bind(); shader.updateUniforms(0); vao.draw(); config.disable(); }
public void updateUniforms(GLTexture sceneTexture){ glActiveTexture(GL_TEXTURE0); sceneTexture.bind(); setUniformi("sceneSampler", 0); setUniformf("width", (float) BaseContext.getWindow().getWidth()); setUniformf("height", (float) BaseContext.getWindow().getHeight()); } }