List of usage examples for org.lwjgl.opengl GL13 GL_CLAMP_TO_BORDER
int GL_CLAMP_TO_BORDER
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From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
private static int translatePrismToGL(int value) { switch (value) { case GLContext.GL_FLOAT: return GL11.GL_FLOAT; case GLContext.GL_UNSIGNED_BYTE: return GL11.GL_UNSIGNED_BYTE; case GLContext.GL_UNSIGNED_INT_8_8_8_8_REV: return GL12.GL_UNSIGNED_INT_8_8_8_8_REV; case GLContext.GL_UNSIGNED_INT_8_8_8_8: return GL12.GL_UNSIGNED_INT_8_8_8_8; case GLContext.GL_UNSIGNED_SHORT_8_8_APPLE: return 0x85BA; case GLContext.GL_RGBA: return GL11.GL_RGBA; case GLContext.GL_BGRA: return GL12.GL_BGRA; case GLContext.GL_RGB: return GL11.GL_RGB; case GLContext.GL_LUMINANCE: return GL11.GL_LUMINANCE; case GLContext.GL_ALPHA: return GL11.GL_ALPHA; case GLContext.GL_RGBA32F: return GL30.GL_RGBA32F; case GLContext.GL_YCBCR_422_APPLE: return 0x85B9; case GLContext.GL_TEXTURE_2D: return GL11.GL_TEXTURE_2D; case GLContext.GL_TEXTURE_BINDING_2D: return GL11.GL_TEXTURE_BINDING_2D; case GLContext.GL_NEAREST: return GL11.GL_NEAREST; case GLContext.GL_LINEAR: return GL11.GL_LINEAR; case GLContext.GL_NEAREST_MIPMAP_NEAREST: return GL11.GL_NEAREST_MIPMAP_NEAREST; case GLContext.GL_LINEAR_MIPMAP_LINEAR: return GL11.GL_LINEAR_MIPMAP_LINEAR; case GLContext.WRAPMODE_REPEAT: return GL11.GL_REPEAT; case GLContext.WRAPMODE_CLAMP_TO_EDGE: return GL12.GL_CLAMP_TO_EDGE; case GLContext.WRAPMODE_CLAMP_TO_BORDER: return GL13.GL_CLAMP_TO_BORDER; case GLContext.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: return GL20.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS; case GLContext.GL_MAX_FRAGMENT_UNIFORM_VECTORS: return GL41.GL_MAX_FRAGMENT_UNIFORM_VECTORS; case GLContext.GL_MAX_TEXTURE_IMAGE_UNITS: return GL20.GL_MAX_TEXTURE_IMAGE_UNITS; case GLContext.GL_MAX_TEXTURE_SIZE: return GL11.GL_MAX_TEXTURE_SIZE; case GLContext.GL_MAX_VARYING_COMPONENTS: return GL30.GL_MAX_VARYING_COMPONENTS; case GLContext.GL_MAX_VARYING_VECTORS: return GL41.GL_MAX_VARYING_VECTORS; case GLContext.GL_MAX_VERTEX_ATTRIBS: return GL20.GL_MAX_VERTEX_ATTRIBS; case GLContext.GL_MAX_VERTEX_UNIFORM_COMPONENTS: return GL20.GL_MAX_VERTEX_UNIFORM_COMPONENTS; case GLContext.GL_MAX_VERTEX_UNIFORM_VECTORS: return GL41.GL_MAX_VERTEX_UNIFORM_VECTORS; case GLContext.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: return GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; default://from w ww. ja va 2 s . com // don't know how to translate, just hope for the best return value; } }
From source file:eu.over9000.veya.rendering.Shadow.java
License:Open Source License
public void init() { depthMap = GL11.glGenTextures();/*from www. j av a 2 s . c om*/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthMap); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null); 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.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL13.GL_CLAMP_TO_BORDER); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL13.GL_CLAMP_TO_BORDER); shadowFBO = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, shadowFBO); GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthMap, 0); GL11.glDrawBuffer(GL11.GL_NONE); GL11.glReadBuffer(GL11.GL_NONE); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); }