private static void BindGLTexture(STGenericTexture texture, STGenericTextureMap matTex, ShaderProgram shader) { if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized) { texture.LoadOpenGLTexture(); } //If the texture is still not initialized then return if (!texture.RenderableTex.GLInitialized) { return; } GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)OpenGLHelper.WrapMode[matTex.WrapU]); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)OpenGLHelper.WrapMode[matTex.WrapV]); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)OpenGLHelper.MinFilter[matTex.MinFilter]); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)OpenGLHelper.MagFilter[matTex.MagFilter]); GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f); }
public virtual void ReloadUniforms(ShaderProgram shader) { SetDefaultUniforms(shader); }