Package javax.media.opengl

Examples of javax.media.opengl.GL.glTexParameteri()


            case Texture.CLAMP_TO_EDGE:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S,
                        GL.GL_CLAMP_TO_EDGE);
                break;
            case Texture.CLAMP_TO_BOUNDARY:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_S,
                        GL2.GL_CLAMP_TO_BORDER);
                break;
        }

        switch (boundaryModeT) {
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                break;
        }

        switch (boundaryModeT) {
            case Texture.WRAP:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
                break;
            case Texture.CLAMP:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP);
                break;
            case Texture.CLAMP_TO_EDGE:
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        switch (boundaryModeT) {
            case Texture.WRAP:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
                break;
            case Texture.CLAMP:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP);
                break;
            case Texture.CLAMP_TO_EDGE:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T,
                        GL.GL_CLAMP_TO_EDGE);
                break;
View Full Code Here

                break;
            case Texture.CLAMP:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP);
                break;
            case Texture.CLAMP_TO_EDGE:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T,
                        GL.GL_CLAMP_TO_EDGE);
                break;
            case Texture.CLAMP_TO_BOUNDARY:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T,
                        GL2.GL_CLAMP_TO_BORDER);
View Full Code Here

            case Texture.CLAMP_TO_EDGE:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T,
                        GL.GL_CLAMP_TO_EDGE);
                break;
            case Texture.CLAMP_TO_BOUNDARY:
                gl.glTexParameteri(target, GL.GL_TEXTURE_WRAP_T,
                        GL2.GL_CLAMP_TO_BORDER);
                break;
        }

        // applies to Texture3D only
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        // applies to Texture3D only
        if (boundaryModeR != -1) {
            switch (boundaryModeR) {
                case Texture.WRAP:
                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R, GL.GL_REPEAT);
                    break;

                case Texture.CLAMP:
                    gl.glTexParameteri(target,
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                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R, GL.GL_REPEAT);
                    break;

                case Texture.CLAMP:
                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R, GL2.GL_CLAMP);
                    break;
                case Texture.CLAMP_TO_EDGE:
                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R,
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                case Texture.CLAMP:
                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R, GL2.GL_CLAMP);
                    break;
                case Texture.CLAMP_TO_EDGE:
                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R,
                            GL.GL_CLAMP_TO_EDGE);
                    break;
                case Texture.CLAMP_TO_BOUNDARY:
                    gl.glTexParameteri(target,
View Full Code Here

                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R,
                            GL.GL_CLAMP_TO_EDGE);
                    break;
                case Texture.CLAMP_TO_BOUNDARY:
                    gl.glTexParameteri(target,
                            GL2.GL_TEXTURE_WRAP_R,
                            GL2.GL_CLAMP_TO_BORDER);
                    break;
            }
        }
View Full Code Here

            int baseLevel, int maximumLevel,
            float minimumLOD, float maximumLOD) {
        GL gl = context(ctx).getGL();
        // checking of the availability of the extension is already done
        // in the shared code
        gl.glTexParameteri(target, GL2.GL_TEXTURE_BASE_LEVEL, baseLevel);
        gl.glTexParameteri(target, GL2.GL_TEXTURE_MAX_LEVEL, maximumLevel);
        gl.glTexParameterf(target, GL2.GL_TEXTURE_MIN_LOD, minimumLOD);
        gl.glTexParameterf(target, GL2.GL_TEXTURE_MAX_LOD, maximumLOD);
    }
View Full Code Here

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