void configure() { s_textureUnit = -1; s_validGeneration++; VertexLayout::clearCache(); blending.init(GL_FALSE); blendingFunc.init(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); culling.init(GL_TRUE); cullFace.init(GL_BACK); frontFace.init(GL_CCW); depthTest.init(GL_TRUE); depthWrite.init(GL_TRUE); glDisable(GL_STENCIL_TEST); glDepthFunc(GL_LEQUAL); glClearDepthf(1.0); glDepthRangef(0.0, 1.0); static size_t max = std::numeric_limits<size_t>::max(); clearColor.init(0.0, 0.0, 0.0, 0.0); shaderProgram.init(max, false); vertexBuffer.init(max, false); indexBuffer.init(max, false); texture.init(GL_TEXTURE_2D, max, false); texture.init(GL_TEXTURE_CUBE_MAP, max, false); textureUnit.init(max, false); }
void configure() { blending.init(GL_FALSE); blendingFunc.init(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); culling.init(GL_TRUE); cullFace.init(GL_BACK); frontFace.init(GL_CCW); depthTest.init(GL_TRUE); depthWrite.init(GL_TRUE); glDisable(GL_STENCIL_TEST); glDepthFunc(GL_LEQUAL); glClearDepthf(1.0); glDepthRangef(0.0, 1.0); glClearColor(0.3, 0.3, 0.3, 1.0); vertexBuffer.init(std::numeric_limits<unsigned int>::max(), false); indexBuffer.init(std::numeric_limits<unsigned int>::max(), false); texture.init(GL_TEXTURE_2D, std::numeric_limits<unsigned int>::max(), false); texture.init(GL_TEXTURE_CUBE_MAP, std::numeric_limits<unsigned int>::max(), false); textureUnit.init(std::numeric_limits<unsigned int>::max(), false); }