void OpenGLShaderPass::disableRenderBlend() { glDisable(GL_BLEND); setTexture0(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GlobalOpenGL().assertNoErrors(); }
void EnergyBarNode::Load(char* filename,s32 frameWidth,s32 frameHeight) { IVideoDriver* driver = SceneManager->getVideoDriver(); // float x = width/2.0f; // float y = height/2.0f; setTexture0(driver, filename); mMaterial.MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL; dimension2d<s32> size = (dimension2d<s32>)mTexture->getOriginalSize(); fWidth = (float)frameWidth/(float)size.Width; fHeight = (float)frameHeight/(float)size.Height; stepww = size.Width / frameWidth; stephh = size.Height / frameHeight; frame = 7; }
// Enable cubemap texturing and texcoord array void OpenGLShaderPass::enableTextureCubeMap() { setTexture0(); glEnable(GL_TEXTURE_CUBE_MAP); glEnableClientState(GL_TEXTURE_COORD_ARRAY); GlobalOpenGL().assertNoErrors(); }
void OpenGLShaderPass::disableTexture2D() { setTexture0(); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GlobalOpenGL().assertNoErrors(); }
void OpenGLShaderPass::enableTexture2D() { GlobalOpenGL().assertNoErrors(); setTexture0(); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); GlobalOpenGL().assertNoErrors(); }