예제 #1
0
void texture_load2DRaw(char *filename, int width, int height, int bpp, GLenum format, GLint texID) {
  
  Image *img;
  
  img = image_create(width,height,bpp);
  
  image_loadRaw(filename,img);

  initTexture2D(texID,width,height,format,img->data);
  
  image_destroy(img);

}
예제 #2
0
bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initTexture2D();

	return Validated && glf::checkError("begin");
}
예제 #3
0
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture2D();

		return Validated && this->checkError("begin");
	}
bool begin()
{
    bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

    if(Validated && glf::checkExtension("GL_ARB_debug_output"))
        Validated = initDebugOutput();
    if(Validated)
        Validated = initProgram();
    if(Validated)
        Validated = initVertexBuffer();
    if(Validated)
        Validated = initVertexArray();
    if(Validated)
        Validated = initTexture2D();

    return Validated && glf::checkError("begin");
}
예제 #5
0
bool begin()
{
	GLint MajorVersion = 0;
	GLint MinorVersion = 0;
	glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion);
	glGetIntegerv(GL_MINOR_VERSION, &MinorVersion);
	bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initTexture2D();

	return Validated && glf::checkError("begin");;
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access");
	Validated = Validated && glf::checkExtension("GL_NV_shader_buffer_load");
	Validated = Validated && glf::checkExtension("GL_NV_vertex_buffer_unified_memory");

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initTexture2D();

	return Validated && glf::checkError("begin");
}
예제 #7
0
bool begin()
{
	Viewport[viewport::V00] = glm::ivec4(1, 1, Window.Size / 2 - 1);
	Viewport[viewport::V10] = glm::ivec4(Window.Size.x / 2 + 1, 1, Window.Size / 2 - 1);
	Viewport[viewport::V11] = glm::ivec4(Window.Size.x / 2 + 1, Window.Size.y / 2 + 1, Window.Size / 2 - 1);
	Viewport[viewport::V01] = glm::ivec4(1, Window.Size.y / 2 + 1, Window.Size / 2 - 1);

	glEnable(GL_SCISSOR_TEST);

	bool Validated = true;
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initTexture2D();

	return Validated && glf::checkError("begin");
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access");

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();

	return Validated && glf::checkError("begin");
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_texture_sRGB_decode");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated && glf::checkError("begin");
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_ARB_viewport_array");
	Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();

	return Validated && glf::checkError("begin");
}