bool CgDxShader::setTextureVariable(const char* name, const TexturePtr& tex) { if(mProgram && tex) { CGparameter param = cgGetNamedParameter(mProgram, name); if(_check_error(mContext) && param) { cgD3D11SetTextureParameter(param, (ID3D11Resource*)tex->getTextureId()); return _check_error(mContext); } } return false; }
bool CgGLShader::setTextureVariable(const char* name, const TexturePtr& tex) { if(mProgram && tex) { CGparameter param = cgGetNamedParameter(mProgram, name); if(_check_error(mContext) && param) { cgGLSetTextureParameter(param, (GLuint)tex->getTextureId()); cgSetSamplerState(param); return _check_error(mContext); } } return false; }
void Framebuffer::texture( const TexturePtr& texture, const AttachmentType& attachment, const GLint& level, const GLint& layer) { //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTex, 0); if(texture->getTarget() == Texture::Texture2D) { glFramebufferTexture2D(getTarget(), attachment, texture->getTarget(), texture->getTextureId(), 0); } }