void texture_load2DRaw(char *filename, int width, int height, int bpp, GLenum format, GLint texID) { Image *img; img = image_create(width,height,bpp); image_loadRaw(filename,img); initTexture2D(texID,width,height,format,img->data); image_destroy(img); }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture2D(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initVertexBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin"); }
bool begin() { GLint MajorVersion = 0; GLint MinorVersion = 0; glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion); glGetIntegerv(GL_MINOR_VERSION, &MinorVersion); bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin");; }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); Validated = Validated && glf::checkExtension("GL_NV_shader_buffer_load"); Validated = Validated && glf::checkExtension("GL_NV_vertex_buffer_unified_memory"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin"); }
bool begin() { Viewport[viewport::V00] = glm::ivec4(1, 1, Window.Size / 2 - 1); Viewport[viewport::V10] = glm::ivec4(Window.Size.x / 2 + 1, 1, Window.Size / 2 - 1); Viewport[viewport::V11] = glm::ivec4(Window.Size.x / 2 + 1, Window.Size.y / 2 + 1, Window.Size / 2 - 1); Viewport[viewport::V01] = glm::ivec4(1, Window.Size.y / 2 + 1, Window.Size / 2 - 1); glEnable(GL_SCISSOR_TEST); bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_texture_sRGB_decode"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initSampler(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_ARB_viewport_array"); Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); return Validated && glf::checkError("begin"); }