示例#1
0
void OpenGLShaderPass::disableRenderBlend()
{
    glDisable(GL_BLEND);
    setTexture0();
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    GlobalOpenGL().assertNoErrors();
}
示例#2
0
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;
                          
}
示例#3
0
// Enable cubemap texturing and texcoord array
void OpenGLShaderPass::enableTextureCubeMap()
{
    setTexture0();
    glEnable(GL_TEXTURE_CUBE_MAP);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    GlobalOpenGL().assertNoErrors();
}
示例#4
0
void OpenGLShaderPass::disableTexture2D()
{
    setTexture0();
    glDisable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, 0);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    GlobalOpenGL().assertNoErrors();
}
示例#5
0
void OpenGLShaderPass::enableTexture2D()
{
    GlobalOpenGL().assertNoErrors();

    setTexture0();
    glEnable(GL_TEXTURE_2D);

    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    GlobalOpenGL().assertNoErrors();
}