Implement first pass bitmap to allocation support. The Java bindings can create a 2D allocation by passing in a Bitmap object.

This commit is contained in:
Jason Sams
2009-05-27 14:45:32 -07:00
parent cc77841f64
commit fe08d99725
10 changed files with 249 additions and 33 deletions

View File

@@ -40,7 +40,7 @@ void ProgramFragment::setupGL()
for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) {
glActiveTexture(GL_TEXTURE0 + ct);
if (!(mTextureEnableMask & (1 << ct)) ||
!mSamplers[ct].get() ||
//!mSamplers[ct].get() ||
!mTextures[ct].get()) {
glDisable(GL_TEXTURE_2D);
@@ -62,7 +62,14 @@ void ProgramFragment::setupGL()
break;
}
mSamplers[ct]->setupGL();
// if (mSamplers[ct].get()) {
//mSamplers[ct]->setupGL();
// } else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//}
}
glActiveTexture(GL_TEXTURE0);
}