void SetDefaultTextureParameters(int id) { // Ensure the texture is allocated. GL.BindTexture(TextureTarget.Texture2D, id); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); if (GL.SupportsExtension("Version12")) { GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.ClampToEdge); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.ClampToEdge); } else { GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.Clamp); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.Clamp); } }
/// <summary> /// Calculates the optimal size for the font texture and TexturePacker, and creates both. /// </summary> private void PrepareTexturePacker() { // Calculate the size of the texture packer. We want a power-of-two size // that is less than 1024 (supported in Geforce256-era cards), but large // enough to hold at least 256 (16*16) font glyphs. // TODO: Find the actual card limits, maybe? int size = (int)(font.Size * 16); size = (int)System.Math.Pow(2.0, System.Math.Ceiling(System.Math.Log((double)size, 2.0))); if (size > 1024) { size = 1024; } texture_width = size; texture_height = size; pack = new TexturePacker <Glyph>(texture_width, texture_height); GL.GenTextures(1, out texture); GL.BindTexture(TextureTarget.Texture2D, texture); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); if (GL.SupportsExtension("Version12")) { GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.ClampToEdge); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.ClampToEdge); } else { GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.Clamp); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.Clamp); } GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Alpha, texture_width, texture_height, 0, OpenTK.Graphics.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); }