Esempio n. 1
0
		void BindTextureToSlot(int textureId, GLenum TEXTURE)
		{
			int textureIndex=TEXTURE-GL_TEXTURE0;
			BindTextureSlot(TEXTURE);
			if(textureBinded[textureIndex]!=textureId)
			{
				textureBinded[textureIndex]=textureId;
				GL_CHECK( glBindTexture(GL_TEXTURE_2D, textureId) );
			}
		}
Esempio n. 2
0
		void PostEffect::Apply()
		{
			m_shader->BindShader();
			m_shader->UpdateFrameUniforms();

			BindTextureSlot(GL_TEXTURE0);
			GL_CHECK( glBindTexture(GL_TEXTURE_2D, s_renderTexture1->m_colorTex->m_texId) );

			m_shader->EnableVertexAttributes();

			GL_CHECK( glBindBuffer(GL_ARRAY_BUFFER,s_screenVertexBuffer) );
			m_shader->SendVertexBuffer();

			GL_CHECK( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s_screenIndexBuffer) );
			GL_CHECK( glDrawElements(GL_TRIANGLES,s_screenIndexCount,GL_UNSIGNED_SHORT,BUFFER_OFFSET(0)) );

			m_shader->DisableVertexAttributes();

			GL_CHECK( glBindBuffer(GL_ARRAY_BUFFER,0) );
			GL_CHECK( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0) );
		}