public TextureParameterInt(TextureParameterName name, int value) { this.ParameterName = name; this.Value = value; }
// // Summary: // [requires: v1.0] Set texture parameters // // Parameters: // target: // Specifies the target texture, which must be either Texture1D, Texture2D, // Texture3D, Texture1DArray, Texture2DArray, TextureRectangle, or TextureCubeMap. // // pname: // Specifies the symbolic name of a single-valued texture parameter. pname can // be one of the following: DepthStencilTextureMode, TextureBaseLevel, TextureCompareFunc, // TextureCompareMode, TextureLodBias, TextureMinFilter, TextureMagFilter, TextureMinLod, // TextureMaxLod, TextureMaxLevel, TextureSwizzleR, TextureSwizzleG, TextureSwizzleB, // TextureSwizzleA, TextureWrapS, TextureWrapT, or TextureWrapR. For the vector // commands (glTexParameter*v), pname can also be one of TextureBorderColor // or TextureSwizzleRgba. // // param: // For the scalar commands, specifies the value of pname. public void TexParameter(TextureTarget target, TextureParameterName pname, int param) { Activate(); GL.TexParameter(Type, pname, param); }
public static void TexParameter(TextureTarget target, TextureParameterName pname, int param) { #if USE_OPENGL if (openGlHardwareAvailable) { OpenTK.Graphics.OpenGL.GL.TexParameter((OpenTK.Graphics.OpenGL.TextureTarget)target, (OpenTK.Graphics.OpenGL.TextureParameterName)pname, param); } #else OpenTK.Graphics.ES11.GL.TexParameterx ((OpenTK.Graphics.ES11.All)target,(OpenTK.Graphics.ES11.All)pname, param); #endif }
internal static extern void glTexParameterfv(TextureTarget target, TextureParameterName pname, Single* @params);
public static void TextureParameterEXT(UInt32 texture, TextureTarget target, TextureParameterName pname, float[] @params) { unsafe { fixed (float* p_params = @params) { Debug.Assert(Delegates.pglTextureParameterfvEXT != null, "pglTextureParameterfvEXT not implemented"); Delegates.pglTextureParameterfvEXT(texture, (Int32)target, (Int32)pname, p_params); CallLog("glTextureParameterfvEXT({0}, {1}, {2}, {3})", texture, target, pname, @params); } } DebugCheckErrors(); }
public void TexParameter2d(Texture2d tex, TextureParameterName pname, int param) { var tw = tex.Opaque as TextureWrapper; if (pname == TextureParameterName.TextureMinFilter) tw.MinFilter = (TextureMinFilter)param; if (pname == TextureParameterName.TextureMagFilter) tw.MagFilter = (TextureMagFilter)param; }
public void TexParameter(TextureParameterTarget target, TextureParameterName pname, TextureMinFilter param) { gl.glTexParameteri((int)target, (int)pname, (int)param); CheckException(); }
public void SetParameter(TextureParameterName parameterName, params int[] value) { GL.TextureParameterI(Handle, parameterName, value); }
public static extern void TexParameterf(TextureTarget target, TextureParameterName pname, float param);
public static void glTexParameteri(TextureTarget target, TextureParameterName pname, int param) => p_glTexParameteri(target, pname, param);
/// <summary> /// Set a scalar texture parameter. /// </summary> /// <param name="target">Specificies the target for which the texture is bound.</param> /// <param name="pname">Specifies the name of a single-values texture parameter.</param> /// <param name="param">Specifies the value of pname.</param> public static void TexParameteri(TextureTarget target, TextureParameterName pname, TextureParameter param) { Delegates.glTexParameteri(target, pname, (int)param); }
public void Param(TextureParameterName parameterName, int value) { GL.TextureParameter(Handle, parameterName, value); }
public void Param <T>(TextureParameterName parameterName, T value) where T : Enum { GL.TextureParameter(Handle, parameterName, Convert.ToInt32(value)); }
public TextureParameterFloat(TextureParameterName name, float value) { this.ParameterName = name; this.Value = value; }
public static void TexParameteri(TextureParameterTarget target, TextureParameterName pname, int param) { gl.glTexParameteri((int)target, (int)pname, param); }
public static unsafe void TexParameterI(this ExtTextureInteger thisApi, [Flow(FlowDirection.In)] EXT target, [Flow(FlowDirection.In)] TextureParameterName pname, [Count(Computed = "pname"), Flow(FlowDirection.In)] ReadOnlySpan <uint> @params) { // SpanOverloader thisApi.TexParameterI(target, pname, in @params.GetPinnableReference()); }
public static void TexParameter(TextureParameterTarget target, TextureParameterName pname, TextureShadow shadowParam) { gl.glTexParameteri((int)target, (int)pname, (int)shadowParam); }
public void SetAnisotropy(float level) { const TextureParameterName textureMaxAnisotropy = (TextureParameterName)0x84FE; GL.TextureParameter(GlTexture, textureMaxAnisotropy, Utils.Clamp(level, 1, MaxAniso)); }
public void TexParameter(TextureParameterTarget target, TextureParameterName pname, float param) { gl.glTexParameterf((int)target, (int)pname, param); CheckException(); }
public static void TexParameteri(TextureTarget target, TextureParameterName pname, int param) { Interop.Calli((int)target, (int)pname, param, TexParameteriAddress); }
public void TexParameter2d(Texture2d tex, TextureParameterName pname, int param) { BindTexture2d(tex); GL.TexParameter(TextureTarget.Texture2D, (global::OpenTK.Graphics.OpenGL.TextureParameterName)pname, param); }
public Texture Set <T>(TextureParameterName parameterName, T value) where T : struct, IConvertible { return(SetParameter(new TextureParameter <T>(parameterName, value))); }
public static void MultiTexParameterEXT(Int32 texunit, TextureTarget target, TextureParameterName pname, float param) { Debug.Assert(Delegates.pglMultiTexParameterfEXT != null, "pglMultiTexParameterfEXT not implemented"); Delegates.pglMultiTexParameterfEXT(texunit, (Int32)target, (Int32)pname, param); CallLog("glMultiTexParameterfEXT({0}, {1}, {2}, {3})", texunit, target, pname, param); DebugCheckErrors(); }
private void SetTextureParameter(TextureParameterName name, int value) { PlatformRenderer.PushTexture(handle, 0); GL.TexParameter(TextureTarget.Texture2D, name, value); PlatformRenderer.PopTexture(0); }
/// <summary> /// Sets texture parameters. /// </summary> /// <param name="parameterName"></param> /// <param name="value"></param> public void SetParameter(TextureParameterName parameterName, int value) { GL.TexParameter(TextureTarget, parameterName, value); }
public static void glTexParameterf(TextureTarget target, TextureParameterName pname, Single param) { i_OpenGL1_1.glTexParameterf(target, pname, param); }
// // Summary: // [requires: v3.0] // // Parameters: // target: // // pname: // // @params: // [length: pname] public void TexParameterI(TextureTarget target, TextureParameterName pname, ref uint @params) { Activate(); GL.TexParameter(Type, pname, @params); }
public static void glTexParameteri(TextureTarget target, TextureParameterName pname, Int32 param) { i_OpenGL1_1.glTexParameteri(target, pname, param); }
public static void TexParameter(TextureTarget target, TextureParameterName pname, Int32[] @params) { unsafe { fixed (Int32* p_params = @params) { Debug.Assert(Delegates.pglTexParameteriv != null, "pglTexParameteriv not implemented"); Delegates.pglTexParameteriv((Int32)target, (Int32)pname, p_params); CallLog("glTexParameteriv({0}, {1}, {2})", target, pname, @params); } } DebugCheckErrors(); }
public static void glTexParameteriv(TextureTarget target, TextureParameterName pname, ref Int32[] @params) { i_OpenGL1_1.glTexParameteriv(target, pname, ref @params); }
public extern void TexParameteri(TextureTarget target, TextureParameterName pname, TextureWrapMode param);
public static void TexParameter(TextureTarget target, TextureParameterName pname, int param) { CheckCurrent(); _bindings.glTexParameteri((uint)target, (uint)pname, param); CheckError(); }
public static void TexParameter(TextureParameterTarget target, TextureParameterName pname, TextureMinFilter param) { gl.glTexParameteri((int)target, (int)pname, (int)param); }
public static void TexParameter(TextureTarget target, TextureParameterName pname, int param) { Instance?.TexParameter(target, pname, param); }
public static void TexParameteriv(TextureArrayParameterTarget target, TextureParameterName pname, int[] parameters) { gl.glTexParameteriv((int)target, (int)pname, parameters); }
public void SetTextureParameter(TextureParameterName param, int value) { Bind(); GL.TexParameter(TextureTarget, param, value); }
public void TexParameter(TextureTarget target, TextureParameterName pname, int param) { GraphicsContext.Assert(); GL.TexParameter(target, pname, param); OpenGlErrorHelper.CheckGlError(); }
public void TexParameter(TextureTarget target, TextureParameterName name, int value) { device.TexParameter(target, name, value); }
public void TexParameteriv(TextureArrayParameterTarget target, TextureParameterName pname, int[] parameters) { gl.glTexParameteriv((int)target, (int)pname, parameters); CheckException(); }
public abstract void TexParameterI([Flow(FlowDirection.In)] TextureTarget target, [Flow(FlowDirection.In)] TextureParameterName pname, [Count(Computed = "pname"), Flow(FlowDirection.In)] ref uint @params);
public void TexParameter(TextureParameterTarget target, TextureParameterName pname, TextureShadow shadowParam) { gl.glTexParameteri((int)target, (int)pname, (int)shadowParam); CheckException(); }
public void SetAnisotropy(float level) { const TextureParameterName TEXTURE_MAX_ANISOTROPY = (TextureParameterName)0x84FE; GL.TextureParameter(GLTexture, TEXTURE_MAX_ANISOTROPY, Math.Clamp(level, 1, MaxAniso)); }
public void TexParameter2d(TextureParameterName pname, int param) { if (CurrentBoundTexture == null) return; TextureWrapper tw = TextureWrapperForTexture(CurrentBoundTexture); if (pname == TextureParameterName.TextureMinFilter) tw.MinFilter = (TextureMinFilter)param; if (pname == TextureParameterName.TextureMagFilter) tw.MagFilter = (TextureMagFilter)param; }
private static void SetTexture2DParameter(TextureParameterName name, int value) { GLCore.TexParameteri(TextureTarget.Texture2D, name, value); }
internal static extern void glTexParameteriv(TextureTarget target, TextureParameterName pname, Int32* @params);
public static void TexParameter(TextureTarget target, TextureParameterName pname, int param) { Imports.glTexParameteri((int)target, (int)pname, param); }
public static void MultiTexParameterIEXT(Int32 texunit, TextureTarget target, TextureParameterName pname, UInt32[] @params) { unsafe { fixed (UInt32* p_params = @params) { Debug.Assert(Delegates.pglMultiTexParameterIuivEXT != null, "pglMultiTexParameterIuivEXT not implemented"); Delegates.pglMultiTexParameterIuivEXT(texunit, (Int32)target, (Int32)pname, p_params); CallLog("glMultiTexParameterIuivEXT({0}, {1}, {2}, {3})", texunit, target, pname, @params); } } DebugCheckErrors(); }
public void TexParameter2d(Texture2d tex, TextureParameterName pName, int param) { BindTexture2d(tex); GL.TexParameter(TextureTarget.Texture2D, pName, param); }
public static void TextureParameterEXT(UInt32 texture, TextureTarget target, TextureParameterName pname, Int32 param) { Debug.Assert(Delegates.pglTextureParameteriEXT != null, "pglTextureParameteriEXT not implemented"); Delegates.pglTextureParameteriEXT(texture, (Int32)target, (Int32)pname, param); CallLog("glTextureParameteriEXT({0}, {1}, {2}, {3})", texture, target, pname, param); DebugCheckErrors(); }
public void SetAnisotropy(float level) { const TextureParameterName textureMaxAnisotropy = (TextureParameterName)0x84FE; _gl.TextureParameter(GlTexture, textureMaxAnisotropy, Util.Clamp(level, 1, MaxAniso.GetValueOrDefault())); }
// // Summary: // [requires: v1.0] Set texture parameters // // Parameters: // target: // Specifies the target texture, which must be either Texture1D, Texture2D, // Texture3D, Texture1DArray, Texture2DArray, TextureRectangle, or TextureCubeMap. // // pname: // Specifies the symbolic name of a single-valued texture parameter. pname can // be one of the following: DepthStencilTextureMode, TextureBaseLevel, TextureCompareFunc, // TextureCompareMode, TextureLodBias, TextureMinFilter, TextureMagFilter, TextureMinLod, // TextureMaxLod, TextureMaxLevel, TextureSwizzleR, TextureSwizzleG, TextureSwizzleB, // TextureSwizzleA, TextureWrapS, TextureWrapT, or TextureWrapR. For the vector // commands (glTexParameter*v), pname can also be one of TextureBorderColor // or TextureSwizzleRgba. // // param: // For the scalar commands, specifies the value of pname. public void TexParameter(TextureParameterName pname, float param) { Activate(); GL.TexParameter(Type, pname, param); }
/// <summary> /// set material all properties, including texture /// </summary> /// <param name="filePath"></param> /// <param name="ambient"></param> /// <param name="diffuse"></param> /// <param name="specular"></param> /// <param name="emissive"></param> /// <param name="transparentColor"></param> /// <param name="textureParameterName"></param> /// <param name="textureMinFilter"></param> public void SetMaterial(string filePath, float[] ambient, float[] diffuse, float[] specular, float[] emissive, System.Drawing.Color?transparentColor = null, TextureParameterName textureParameterName = TextureParameterName.TextureMinFilter, TextureMinFilter textureMinFilter = TextureMinFilter.Nearest) { material.Ambient = ambient; material.Diffuse = diffuse; material.Specular = specular; material.Emissive = emissive; // material.Dispose(); //dangerous - the unmanaged resource named by textureID could be share if .Clone() or .Copy(Material sourceMaterial) was used material.LoadTexture(filePath, transparentColor, textureParameterName, textureMinFilter); }
// // Summary: // [requires: v3.0] // // Parameters: // target: // // pname: // // @params: // [length: pname] public void TexParameterI(TextureTarget target, TextureParameterName pname, int[] @args) { Activate(); GL.TexParameter(Type, pname, args); }
/// <summary> /// load an image texture into the current material /// </summary> /// <param name="filePath"></param> /// <param name="transparentColor"></param> /// <param name="textureParameterName"></param> /// <param name="textureMinFilter"></param> public void LoadTexture(string filePath, System.Drawing.Color?transparentColor = null, TextureParameterName textureParameterName = TextureParameterName.TextureMinFilter, TextureMinFilter textureMinFilter = TextureMinFilter.Nearest) { material.LoadTexture(filePath, transparentColor, textureParameterName, textureMinFilter); }
private static void SetTexture2DParameter(TextureParameterName name, All value) { GL.TexParameter(TextureTarget.Texture2D, name, (int)value); }
public void TexParameter2d(Texture2d tex, TextureParameterName pname, int param) { BindTexture2d(tex); GL.TexParameter(TextureTarget.Texture2D, (global::OpenTK.Graphics.OpenGL.TextureParameterName)pname, param); }
public static void TexParameter(TextureTarget target, TextureParameterName pname, Int32 param) { Debug.Assert(Delegates.pglTexParameteri != null, "pglTexParameteri not implemented"); Delegates.pglTexParameteri((Int32)target, (Int32)pname, param); CallLog("glTexParameteri({0}, {1}, {2})", target, pname, param); DebugCheckErrors(); }
public extern void TexParameteri(TextureTarget target, TextureParameterName pname, TextureMinFilter param);
public void TexParameter(TextureTarget target, TextureParameterName pname, TextureFilter param) { this.TexParameter(target, pname, (uint)param); }
public void SetParameter(TextureParameterName parameterName, int value) { GL.TexParameter(TextureTarget, parameterName, value); }