Example usage for com.badlogic.gdx.graphics GL20 GL_UNPACK_ALIGNMENT

List of usage examples for com.badlogic.gdx.graphics GL20 GL_UNPACK_ALIGNMENT

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL20 GL_UNPACK_ALIGNMENT.

Prototype

int GL_UNPACK_ALIGNMENT

To view the source code for com.badlogic.gdx.graphics GL20 GL_UNPACK_ALIGNMENT.

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Usage

From source file:com.dragome.gdx.graphics.webgl.DragomeGL20.java

License:Apache License

@Override
public void glGetIntegerv(final int pname, final IntBuffer params) {
    if (pname == GL20.GL_ACTIVE_TEXTURE || pname == GL20.GL_ALPHA_BITS || pname == GL20.GL_BLEND_DST_ALPHA
            || pname == GL20.GL_BLEND_DST_RGB || pname == GL20.GL_BLEND_EQUATION_ALPHA
            || pname == GL20.GL_BLEND_EQUATION_RGB || pname == GL20.GL_BLEND_SRC_ALPHA
            || pname == GL20.GL_BLEND_SRC_RGB || pname == GL20.GL_BLUE_BITS || pname == GL20.GL_CULL_FACE_MODE
            || pname == GL20.GL_DEPTH_BITS || pname == GL20.GL_DEPTH_FUNC || pname == GL20.GL_FRONT_FACE
            || pname == GL20.GL_GENERATE_MIPMAP_HINT || pname == GL20.GL_GREEN_BITS
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_FORMAT
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_TYPE
            || pname == GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE
            || pname == GL20.GL_MAX_FRAGMENT_UNIFORM_VECTORS || pname == GL20.GL_MAX_RENDERBUFFER_SIZE
            || pname == GL20.GL_MAX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_TEXTURE_SIZE
            || pname == GL20.GL_MAX_VARYING_VECTORS || pname == GL20.GL_MAX_VERTEX_ATTRIBS
            || pname == GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_VERTEX_UNIFORM_VECTORS
            || pname == GL20.GL_NUM_COMPRESSED_TEXTURE_FORMATS || pname == GL20.GL_PACK_ALIGNMENT
            || pname == GL20.GL_RED_BITS || pname == GL20.GL_SAMPLE_BUFFERS || pname == GL20.GL_SAMPLES
            || pname == GL20.GL_STENCIL_BACK_FAIL || pname == GL20.GL_STENCIL_BACK_FUNC
            || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_FAIL || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_PASS
            || pname == GL20.GL_STENCIL_BACK_REF || pname == GL20.GL_STENCIL_BACK_VALUE_MASK
            || pname == GL20.GL_STENCIL_BACK_WRITEMASK || pname == GL20.GL_STENCIL_BITS
            || pname == GL20.GL_STENCIL_CLEAR_VALUE || pname == GL20.GL_STENCIL_FAIL
            || pname == GL20.GL_STENCIL_FUNC || pname == GL20.GL_STENCIL_PASS_DEPTH_FAIL
            || pname == GL20.GL_STENCIL_PASS_DEPTH_PASS || pname == GL20.GL_STENCIL_REF
            || pname == GL20.GL_STENCIL_VALUE_MASK || pname == GL20.GL_STENCIL_WRITEMASK
            || pname == GL20.GL_SUBPIXEL_BITS || pname == GL20.GL_UNPACK_ALIGNMENT) {
        params.put(0, (Integer) gl.getParameter(pname));
    } else {//  w w w.  ja  va2  s. c  om
        throw new GdxRuntimeException("glGetFloat not supported by WebGL backend.");
    }
}

From source file:com.toet.TinyVoxel.android.AndroidConfig.java

@Override
public void uploadPalette(int width, int height) {
    paletteBuffer.rewind();/*w  w  w  . j a v  a  2 s .  c  o  m*/
    Gdx.graphics.getGL20().glPixelStorei(GL20.GL_UNPACK_ALIGNMENT, 1);
    Gdx.graphics.getGL20().glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_RGBA, width, height, 0, GL20.GL_RGBA,
            GL20.GL_UNSIGNED_BYTE, paletteBuffer);
}

From source file:com.toet.TinyVoxel.android.AndroidConfig.java

@Override
public void uploadSinglePalette(int paletteId) {
    tinyPaletteBuffer.rewind();/*from ww  w  .ja  v a  2 s  .  c o m*/
    Gdx.graphics.getGL20().glPixelStorei(GL20.GL_UNPACK_ALIGNMENT, 1);
    Gdx.graphics.getGL20().glTexSubImage2D(GL20.GL_TEXTURE_2D, 0, 0, paletteId, Config.TINY_GRID_TOTAL, 1,
            GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, tinyPaletteBuffer);
}

From source file:com.watabou.glwrap.NoosaTexture.java

License:Open Source License

public void pixels(int w, int h, byte[] pixels) {

    bind();// w  ww. ja  va  2  s.c  o m

    ByteBuffer imageBuffer = ByteBuffer.allocateDirect(w * h).order(ByteOrder.nativeOrder());
    imageBuffer.put(pixels);
    imageBuffer.position(0);

    Gdx.gl.glPixelStorei(GL20.GL_UNPACK_ALIGNMENT, 1);

    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_2D, 0, GL20.GL_ALPHA, w, h, 0, GL20.GL_ALPHA, GL20.GL_UNSIGNED_BYTE,
            imageBuffer);
}

From source file:org.teavm.gdx.graphics.webgl.TeaVMGL20.java

License:Apache License

@Override
public void glGetIntegerv(final int pname, final IntBuffer params) {
    if (pname == GL20.GL_ACTIVE_TEXTURE || pname == GL20.GL_ALPHA_BITS || pname == GL20.GL_BLEND_DST_ALPHA
            || pname == GL20.GL_BLEND_DST_RGB || pname == GL20.GL_BLEND_EQUATION_ALPHA
            || pname == GL20.GL_BLEND_EQUATION_RGB || pname == GL20.GL_BLEND_SRC_ALPHA
            || pname == GL20.GL_BLEND_SRC_RGB || pname == GL20.GL_BLUE_BITS || pname == GL20.GL_CULL_FACE_MODE
            || pname == GL20.GL_DEPTH_BITS || pname == GL20.GL_DEPTH_FUNC || pname == GL20.GL_FRONT_FACE
            || pname == GL20.GL_GENERATE_MIPMAP_HINT || pname == GL20.GL_GREEN_BITS
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_FORMAT
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_TYPE
            || pname == GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE
            || pname == GL20.GL_MAX_FRAGMENT_UNIFORM_VECTORS || pname == GL20.GL_MAX_RENDERBUFFER_SIZE
            || pname == GL20.GL_MAX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_TEXTURE_SIZE
            || pname == GL20.GL_MAX_VARYING_VECTORS || pname == GL20.GL_MAX_VERTEX_ATTRIBS
            || pname == GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_VERTEX_UNIFORM_VECTORS
            || pname == GL20.GL_NUM_COMPRESSED_TEXTURE_FORMATS || pname == GL20.GL_PACK_ALIGNMENT
            || pname == GL20.GL_RED_BITS || pname == GL20.GL_SAMPLE_BUFFERS || pname == GL20.GL_SAMPLES
            || pname == GL20.GL_STENCIL_BACK_FAIL || pname == GL20.GL_STENCIL_BACK_FUNC
            || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_FAIL || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_PASS
            || pname == GL20.GL_STENCIL_BACK_REF || pname == GL20.GL_STENCIL_BACK_VALUE_MASK
            || pname == GL20.GL_STENCIL_BACK_WRITEMASK || pname == GL20.GL_STENCIL_BITS
            || pname == GL20.GL_STENCIL_CLEAR_VALUE || pname == GL20.GL_STENCIL_FAIL
            || pname == GL20.GL_STENCIL_FUNC || pname == GL20.GL_STENCIL_PASS_DEPTH_FAIL
            || pname == GL20.GL_STENCIL_PASS_DEPTH_PASS || pname == GL20.GL_STENCIL_REF
            || pname == GL20.GL_STENCIL_VALUE_MASK || pname == GL20.GL_STENCIL_WRITEMASK
            || pname == GL20.GL_SUBPIXEL_BITS || pname == GL20.GL_UNPACK_ALIGNMENT) {
        params.put(0, gl.getParameteri(pname));
    } else {/*www  .j ava  2s.co  m*/
        throw new GdxRuntimeException("glGetFloat not supported by WebGL backend.");
    }
}

From source file:org.teavm.libgdx.TeaVMGL20.java

License:Apache License

@Override
public void glGetIntegerv(int pname, IntBuffer params) {
    if (pname == GL20.GL_ACTIVE_TEXTURE || pname == GL20.GL_ALPHA_BITS || pname == GL20.GL_BLEND_DST_ALPHA
            || pname == GL20.GL_BLEND_DST_RGB || pname == GL20.GL_BLEND_EQUATION_ALPHA
            || pname == GL20.GL_BLEND_EQUATION_RGB || pname == GL20.GL_BLEND_SRC_ALPHA
            || pname == GL20.GL_BLEND_SRC_RGB || pname == GL20.GL_BLUE_BITS || pname == GL20.GL_CULL_FACE_MODE
            || pname == GL20.GL_DEPTH_BITS || pname == GL20.GL_DEPTH_FUNC || pname == GL20.GL_FRONT_FACE
            || pname == GL20.GL_GENERATE_MIPMAP_HINT || pname == GL20.GL_GREEN_BITS
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_FORMAT
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_TYPE
            || pname == GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE
            || pname == GL20.GL_MAX_FRAGMENT_UNIFORM_VECTORS || pname == GL20.GL_MAX_RENDERBUFFER_SIZE
            || pname == GL20.GL_MAX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_TEXTURE_SIZE
            || pname == GL20.GL_MAX_VARYING_VECTORS || pname == GL20.GL_MAX_VERTEX_ATTRIBS
            || pname == GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_VERTEX_UNIFORM_VECTORS
            || pname == GL20.GL_NUM_COMPRESSED_TEXTURE_FORMATS || pname == GL20.GL_PACK_ALIGNMENT
            || pname == GL20.GL_RED_BITS || pname == GL20.GL_SAMPLE_BUFFERS || pname == GL20.GL_SAMPLES
            || pname == GL20.GL_STENCIL_BACK_FAIL || pname == GL20.GL_STENCIL_BACK_FUNC
            || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_FAIL || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_PASS
            || pname == GL20.GL_STENCIL_BACK_REF || pname == GL20.GL_STENCIL_BACK_VALUE_MASK
            || pname == GL20.GL_STENCIL_BACK_WRITEMASK || pname == GL20.GL_STENCIL_BITS
            || pname == GL20.GL_STENCIL_CLEAR_VALUE || pname == GL20.GL_STENCIL_FAIL
            || pname == GL20.GL_STENCIL_FUNC || pname == GL20.GL_STENCIL_PASS_DEPTH_FAIL
            || pname == GL20.GL_STENCIL_PASS_DEPTH_PASS || pname == GL20.GL_STENCIL_REF
            || pname == GL20.GL_STENCIL_VALUE_MASK || pname == GL20.GL_STENCIL_WRITEMASK
            || pname == GL20.GL_SUBPIXEL_BITS || pname == GL20.GL_UNPACK_ALIGNMENT)
        params.put(0, gl.getParameteri(pname));
    else//  ww w. j a  va  2 s . com
        throw new GdxRuntimeException("glGetFloat not supported by GWT WebGL backend");
}