Example usage for org.lwjgl.opengl GL12 GL_TEXTURE_MIN_LOD

List of usage examples for org.lwjgl.opengl GL12 GL_TEXTURE_MIN_LOD

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL12 GL_TEXTURE_MIN_LOD.

Prototype

int GL_TEXTURE_MIN_LOD

To view the source code for org.lwjgl.opengl GL12 GL_TEXTURE_MIN_LOD.

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Document

Accepted by the pname parameter of TexParameteri, TexParameterf, TexParameteriv, TexParameterfv, GetTexParameteriv, and GetTexParameterfv.

Usage

From source file:com.foudroyantfactotum.mod.fousarchive.midi.generation.MidiTexture.java

License:Open Source License

@Override
public void loadTexture(IResourceManager resourceManager) throws IOException {
    final int xSize = getSmallTextureSize();
    final int ySize = 88;
    byte[] res = null;

    try (final InputStream io = resourceManager.getResource(rl).getInputStream()) {
        res = getMidiTrack(io, xSize, ySize);
    } catch (InvalidMidiDataException e) {
        e.printStackTrace();//  ww  w  .  j av a 2  s  . c  om
    }

    if (res != null) {
        this.deleteGlTexture();

        GlStateManager.bindTexture(this.getGlTextureId());

        final ByteBuffer bb = (ByteBuffer) BufferUtils.createByteBuffer(res.length).put(res).flip();

        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LEVEL, 0);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MIN_LOD, 0.0f);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LOD, 0.0f);
        GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0.0f);

        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, xSize, ySize, 0, GL11.GL_RGB, GL11.GL_BYTE, bb);
    }
}

From source file:net.smert.frameworkgl.opengl.helpers.TextureHelper.java

License:Apache License

public void setMinLod(float minLod) {
    GL11.glTexParameterf(textureTarget, GL12.GL_TEXTURE_MIN_LOD, minLod);
}