Beispiel #1
0
value nme_gl_bind_bitmap_data_texture(value inBitmapData)
{
   Surface  *surface;
   if (AbstractToObject(inBitmapData,surface) )
   {
      HardwareContext *ctx = gDirectRenderContext;
      if (!ctx)
         ctx = nme::HardwareContext::current;
      if (ctx)
      {
         Texture *texture = surface->GetOrCreateTexture(*gDirectRenderContext);
         if (texture)
            texture->Bind(surface,-1);
      }
   }

   return alloc_null();
}
Beispiel #2
0
 HardwareRenderer(const GraphicsJob &inJob, const GraphicsPath &inPath, HardwareContext &inHardware)
 {
    mJob = &inJob;
    mPath = &inPath;
    mContext = &inHardware;
    
    DirectFBHardwareContext *context = (DirectFBHardwareContext*)&inHardware;
    mPrimarySurface = context->mPrimarySurface;
    
    if (mJob->mFill)
    {
       GraphicsBitmapFill *bmp = mJob->mFill->AsBitmapFill();
       if (bmp)
       {
          Surface *surface = bmp->bitmapData->IncRef();
          mTexture = (DirectFBTexture *)surface->GetOrCreateTexture(inHardware);
       }
    }
 }