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);
    }
Example #2
0
    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);
    }