Esempio n. 1
0
 public GLTexture(ITextureConfig config, IGraphicsBackend graphics)
 {
     _graphics = graphics;
     if (Environment.CurrentManagedThreadId != AGSGame.UIThreadID)
     {
         throw new InvalidOperationException("Must generate textures on the UI thread");
     }
     ID = _graphics.GenTexture();
     Config = config ?? new AGSTextureConfig();
 }
Esempio n. 2
0
 public GLTexture(ITextureConfig config, IGraphicsBackend graphics)
 {
     _graphics = graphics;
     if (Environment.CurrentManagedThreadId != AGSGame.UIThreadID)
     {
         throw new InvalidOperationException("Must generate textures on the UI thread");
     }
     ID     = _graphics.GenTexture();
     Config = config ?? new AGSTextureConfig();
 }
Esempio n. 3
0
        private int createTexture()
        {
            int text_texture = _graphics.GenTexture();

            _graphics.BindTexture2D(text_texture);
            _graphics.SetTextureMagFilter(ScaleUpFilters.Linear);
            _graphics.SetTextureMinFilter(ScaleDownFilters.Linear);
            //GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, 1024, 1024, 0,
            //    OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); // just allocate memory, so we can update efficiently using TexSubImage2D
            return(text_texture);
        }