void EMIModel::draw() { prepareForRender(); // We will need to add a call to the skeleton, to get the modified vertices, but for now, // I'll be happy with just static drawing for (uint32 i = 0; i < _numFaces; i++) { setTex(_faces[i]._texID); g_driver->drawEMIModelFace(this, &_faces[i]); } }
void CTexture2D::setSize(GLuint p_width, GLuint p_height){ if(p_width > GL_MAX_TEXTURE_SIZE || p_height > GL_MAX_TEXTURE_SIZE) pLog::logE(this, pLog::ERROR_NONE, "GL_MAX_TEXTURE_SIZE"); if(p_width != m_width || p_height != m_height){ m_width = p_width; m_height = p_height; setTex(); } }
void VideoNode::updateGeometry(const PaintAreas & areas) { QSGGeometry *g = geometry(); if (m_materialType == MaterialTypeVideo) { if (!m_validGeometry) g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4); QSGGeometry::TexturedPoint2D *v = g->vertexDataAsTexturedPoint2D(); // Set geometry first setGeom(v + 0, areas.videoArea.topLeft()); setGeom(v + 1, areas.videoArea.bottomLeft()); setGeom(v + 2, areas.videoArea.topRight()); setGeom(v + 3, areas.videoArea.bottomRight()); // and then texture coordinates setTex(v + 0, areas.sourceRect.topLeft()); setTex(v + 1, areas.sourceRect.bottomLeft()); setTex(v + 2, areas.sourceRect.topRight()); setTex(v + 3, areas.sourceRect.bottomRight()); } else { if (!m_validGeometry) g = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 4); QSGGeometry::Point2D *v = g->vertexDataAsPoint2D(); setGeom(v + 0, areas.videoArea.topLeft()); setGeom(v + 1, areas.videoArea.bottomLeft()); setGeom(v + 2, areas.videoArea.topRight()); setGeom(v + 3, areas.videoArea.bottomRight()); } if (!m_validGeometry) { setGeometry(g); m_validGeometry = true; } markDirty(DirtyGeometry); }
Particles::Particles(float xpos, float ypos, float zpos, float rr, float gg, float bb, float rotate){ tools = new Tools(); pt_texture = tools->GetBmp(L"fire.bmp"); x = xpos; y = ypos; z = zpos; r = rr; g = gg; b = bb; protate = rotate + 180; init_pars(); setTex(); }
Particles::Particles(){ tools = new Tools(); pt_texture = tools->GetBmp(L"fire.bmp"); x = 0; y = 0; z = 0; r = 0; g = 0; b = 0; protate = 0; init_pars(); setTex(); }
void CTexture2D::appendImg(const QString& p_filename){ QImage img; if( ! img.load(p_filename) ) qDebug() << "error loading texture " + p_filename ; m_image = QGLWidget::convertToGLFormat(img); if( m_image.isNull() ) qDebug() << "error GL_formatted_image" ; m_width = m_image.width(); m_height = m_image.height(); m_internalFormat = GL_RGBA; m_format = GL_RGBA; m_type = GL_UNSIGNED_BYTE; m_data = m_image.bits(); setTex(); }
void CTexture3D::setDepth(int p_d){ m_depth = p_d; setTex(); }
void CTexture3D::setHeight(int p_h){ m_height = p_h; setTex(); }
void CTexture3D::setWidth(int p_w){ m_width = p_w; setTex(); }