private void PrepareState_Texture_Common(GpuStateStruct gpuState) { var textureMappingState = gpuState.TextureMappingState; //var ClutState = &TextureMappingState->ClutState; var textureState = textureMappingState.TextureState; if (!GL.EnableDisable(GL.GL_TEXTURE_2D, textureMappingState.Enabled)) { return; } if (VertexType.Transform2D) { PrepareState_Texture_2D(gpuState); } else { PrepareState_Texture_3D(gpuState); } //GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1); //glPixelStorei(GL_UNPACK_ALIGNMENT, 1); RenderbufferManager.TextureCacheGetAndBind(gpuState); //CurrentTexture.Save("test.png"); //GL.glTexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvModeTranslate[(int)TextureState->Effect]); }
void IInjectInitialize.Initialize() { RenderbufferManager = new RenderbufferManager(this); TextureCache = new TextureCacheOpengl(Memory, this, InjectContext); VertexReader = new VertexReader(); }