Пример #1
0
        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);
        }
Пример #2
0
 public virtual void ReloadUniforms(ShaderProgram shader)
 {
     SetDefaultUniforms(shader);
 }