List of usage examples for org.lwjgl.opengl GL14 GL_DEPTH_TEXTURE_MODE
int GL_DEPTH_TEXTURE_MODE
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From source file:com.opengrave.og.light.Texture2DShadowMap.java
License:Open Source License
public Texture2DShadowMap(int size) { texture = GL11.glGenTextures();// w ww. j ava 2s . c o m GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); Util.checkErr(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); Util.checkErr(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); Util.checkErr(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); Util.checkErr(); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, // GL14.GL_TEXTURE_COMPARE_FUNC, GL11.GL_LEQUAL); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, // GL14.GL_TEXTURE_COMPARE_MODE, // GL30.GL_COMPARE_REF_TO_TEXTURE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_COMPARE_MODE, GL11.GL_NONE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_DEPTH_TEXTURE_MODE, GL11.GL_INTENSITY); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, size, size, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (FloatBuffer) null); Util.checkErr(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); // texture2 = GL11.glGenTextures(); // GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture2); // GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0,GL11.GL_RGB, size, size, // 0,GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (FloatBuffer)null); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, // GL11.GL_NEAREST); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, // GL11.GL_NEAREST); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, // GL12.GL_CLAMP_TO_EDGE); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, // GL12.GL_CLAMP_TO_EDGE); // GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
From source file:com.opengrave.og.light.TextureCubeShadowMap.java
License:Open Source License
public TextureCubeShadowMap(int size) { texture = GL11.glGenTextures();//from w w w. j a v a 2 s .co m GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture); GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); Util.checkErr(); GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); Util.checkErr(); GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); Util.checkErr(); GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); Util.checkErr(); GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL12.GL_TEXTURE_WRAP_R, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL14.GL_TEXTURE_COMPARE_MODE, GL11.GL_NONE); GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL14.GL_DEPTH_TEXTURE_MODE, GL11.GL_INTENSITY); // GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, // GL12.GL_TEXTURE_BASE_LEVEL, 0); // GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, // GL12.GL_TEXTURE_MAX_LEVEL, 0); for (int i = 0; i < 6; i++) { GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL11.GL_DEPTH_COMPONENT, size, size, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (FloatBuffer) null); } Util.checkErr(); GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 0); // texture2 = GL11.glGenTextures(); // GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture2); // GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0,GL11.GL_RGB, size, size, // 0,GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (FloatBuffer)null); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, // GL11.GL_NEAREST); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, // GL11.GL_NEAREST); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, // GL12.GL_CLAMP_TO_EDGE); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, // GL12.GL_CLAMP_TO_EDGE); // GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }