Example #1
0
/////////////////////////////////////////////////////////
// startRendering
//
/////////////////////////////////////////////////////////
void pix_snap2tex :: startRendering(void)
{
  if(GLEW_VERSION_1_1) {
    glGenTextures(1, &m_textureObj);

    if(GLEW_VERSION_1_3) {
      glActiveTexture(GL_TEXTURE0_ARB + m_texUnit);
    }

    m_textureType = (m_rectangle?m_canRectangle:GL_TEXTURE_2D);

    glBindTexture(m_textureType, m_textureObj);
    setUpTextureState();
  } else {
    glGenTexturesEXT(1, &m_textureObj);
    glBindTextureEXT(m_textureType, m_textureObj);
    setUpTextureState();
  }
  if(GLEW_VERSION_1_3) {
    glActiveTexture(GL_TEXTURE0_ARB);
  }

  m_texWidth = m_texHeight = -1;
  m_init=true;

  if (!m_textureObj)	{
    error("Unable to allocate texture object");
    return;
  }
}
Example #2
0
/////////////////////////////////////////////////////////
// startRendering
//
/////////////////////////////////////////////////////////
void pix_snap2tex :: startRendering()
{
  if(GLEW_VERSION_1_1) {
    glGenTextures(1, &m_textureObj);
    glBindTexture(m_textureType, m_textureObj);
    setUpTextureState();
  } else {
    glGenTexturesEXT(1, &m_textureObj);
    glBindTextureEXT(m_textureType, m_textureObj);    
    setUpTextureState();
  }

  m_oldWidth = m_oldHeight = m_texWidth = m_texHeight = -1;
  if (!m_textureObj)	{
    error("Unable to allocate texture object");
    return;
  }

}
Example #3
0
/////////////////////////////////////////////////////////
// startRendering
//
/////////////////////////////////////////////////////////
void pix_movieOS :: startRendering()
{
  glGenTextures(1, &m_textureObj);
  if ( ! GemMan::texture_rectangle_supported ) {
    glBindTexture(GL_TEXTURE_2D, m_textureObj);
  } else {
    glBindTexture(GL_TEXTURE_RECTANGLE_EXT, m_textureObj);
  }

  setUpTextureState();

  m_pixBlock.newimage = 1;
  m_dataSize[0] = m_dataSize[1] = m_dataSize[2] = -1;
}
Example #4
0
////////////////////////////////////////////////////////
// startRendering
//
/////////////////////////////////////////////////////////
void pix_cubemap :: startRendering()
{
  glGenTextures(1, &m_realTextureObj); // this crashes sometimes!!!! (jmz)
  if(GLEW_VERSION_1_3) {
    glActiveTexture(GL_TEXTURE0_ARB + m_texunit);
  }
  glBindTexture(m_textureType, m_realTextureObj);
  m_textureObj=m_realTextureObj;
  setUpTextureState();

  m_dataSize[0] = m_dataSize[1] = m_dataSize[2] = -1;

  if (!m_realTextureObj)	{
    error("Unable to allocate texture object");
    return;
  }
}