Image::Image(image_ptr this_) : ObjectWrap(), this_(this_), estimated_size_(this_->width() * this_->height() * 4) { V8::AdjustAmountOfExternalAllocatedMemory(estimated_size_); }
//! @brief テクスチャバッファを生成し、 //! バッファへ画像をバインドする void bind_image(image_ptr img){ uint_t id; glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, img->internal_format(), img->width(), img->height(), 0, img->pixel_format(), GL_UNSIGNED_BYTE, img->data_front()); glBindTexture(GL_TEXTURE_2D, 0); info.reset(new texture_info(id, img)); }