@Override public Surface clear() { bindFramebuffer(); ctx.clear(0, 0, 0, 0); return this; }
protected void createTexture() { tex = ctx.createTexture(texWidth, texHeight, false, false, false); fbuf = ctx.createFramebuffer(tex); ctx.bindFramebuffer(fbuf, texWidth, texHeight); ctx.clear(0, 0, 0, 0); }
protected static int convertToRepTex(GLContext ctx, int tex, int width, int height, boolean repeatX, boolean repeatY, boolean mipmapped) { int reptex = ctx.createTexture(width, height, repeatX, repeatY, mipmapped); int fbuf = ctx.createFramebuffer(reptex); ctx.pushFramebuffer(fbuf, width, height); try { // render the non-repeated texture into the framebuffer properly scaled ctx.clear(0, 0, 0, 0); GLShader shader = ctx.quadShader(null).prepareTexture(tex, Tint.NOOP_TINT); shader.addQuad(ctx.createTransform(), 0, height, width, 0, 0, 0, 1, 1); shader.flush(); // if we're mipmapped, we can now generate our mipmaps if (mipmapped) ctx.generateMipmap(reptex); return reptex; } finally { // we no longer need this framebuffer; rebind the previous framebuffer and delete ours ctx.popFramebuffer(); ctx.deleteFramebuffer(fbuf); } } }
try { ctx.clear(0, 0, 0, 0); float tw = parent.width(), th = parent.height(); float sl = this.x, st = this.y, sr = sl + this.width, sb = st + this.height;