GenerateTextureNumber() public static method

gets texture_extension_number++
public static GenerateTextureNumber ( ) : int
return int
コード例 #1
0
        // R_InitParticleTexture
        static void InitParticleTexture()
        {
            _ParticleTexture = Drawer.GenerateTextureNumber();// texture_extension_number++;
            Drawer.Bind(_ParticleTexture);

            byte[,,] data = new byte[8, 8, 4];
            for (int x = 0; x < 8; x++)
            {
                for (int y = 0; y < 8; y++)
                {
                    data[y, x, 0] = 255;
                    data[y, x, 1] = 255;
                    data[y, x, 2] = 255;
                    data[y, x, 3] = (byte)(_DotTexture[x, y] * 255);
                }
            }
            GL.TexImage2D(TextureTarget.Texture2D, 0, Drawer.AlphaFormat, 8, 8, 0, PixelFormat.Rgba, PixelType.UnsignedByte, data);
            GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Modulate);
            Drawer.SetTextureFilters(TextureMinFilter.Linear, TextureMagFilter.Linear);
        }
コード例 #2
0
ファイル: RenderWarp.cs プロジェクト: JakeSmokie/SharpQuake
        static msurface_t _WarpFace; // used by SubdivideSurface()


        /// <summary>
        /// R_InitSky
        /// called at level load
        /// A sky texture is 256*128, with the right side being a masked overlay
        /// </summary>
        public static void InitSky(texture_t mt)
        {
            byte[] src    = mt.pixels;
            int    offset = mt.offsets[0];

            // make an average value for the back to avoid
            // a fringe on the top level
            const int size = 128 * 128;

            uint[]  trans  = new uint[size];
            uint[]  v8to24 = Vid.Table8to24;
            int     r      = 0;
            int     g      = 0;
            int     b      = 0;
            Union4b rgba   = Union4b.Empty;

            for (int i = 0; i < 128; i++)
            {
                for (int j = 0; j < 128; j++)
                {
                    int p = src[offset + i * 256 + j + 128];
                    rgba.ui0             = v8to24[p];
                    trans[(i * 128) + j] = rgba.ui0;
                    r += rgba.b0;
                    g += rgba.b1;
                    b += rgba.b2;
                }
            }

            rgba.b0 = (byte)(r / size);
            rgba.b1 = (byte)(g / size);
            rgba.b2 = (byte)(b / size);
            rgba.b3 = 0;

            uint transpix = rgba.ui0;

            if (_SolidSkyTexture == 0)
            {
                _SolidSkyTexture = Drawer.GenerateTextureNumber();
            }

            Drawer.Bind(_SolidSkyTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, Drawer.SolidFormat, 128, 128, 0, PixelFormat.Rgba, PixelType.UnsignedByte, trans);
            Drawer.SetTextureFilters(TextureMinFilter.Linear, TextureMagFilter.Linear);

            for (int i = 0; i < 128; i++)
            {
                for (int j = 0; j < 128; j++)
                {
                    int p = src[offset + i * 256 + j];
                    if (p == 0)
                    {
                        trans[(i * 128) + j] = transpix;
                    }
                    else
                    {
                        trans[(i * 128) + j] = v8to24[p];
                    }
                }
            }

            if (_AlphaSkyTexture == 0)
            {
                _AlphaSkyTexture = Drawer.GenerateTextureNumber();
            }

            Drawer.Bind(_AlphaSkyTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, Drawer.AlphaFormat, 128, 128, 0, PixelFormat.Rgba, PixelType.UnsignedByte, trans);
            Drawer.SetTextureFilters(TextureMinFilter.Linear, TextureMagFilter.Linear);
        }