List of usage examples for org.lwjgl.opengl NVDrawTexture glDrawTextureNV
public static native void glDrawTextureNV(@NativeType("GLuint") int texture, @NativeType("GLuint") int sampler, @NativeType("GLfloat") float x0, @NativeType("GLfloat") float y0, @NativeType("GLfloat") float x1, @NativeType("GLfloat") float y1, @NativeType("GLfloat") float z, @NativeType("GLfloat") float s0, @NativeType("GLfloat") float t0, @NativeType("GLfloat") float s1, @NativeType("GLfloat") float t1);
From source file:org.lwjgl.demo.opengl.raytracing.DemoSsboTrianglesStacklessKdTree.java
License:Open Source License
/** * Present the final image on the screen/viewport. *//*from w w w . jav a2 s . c o m*/ void present() { if (caps.GL_NV_draw_texture) { /* * Use some fancy NV extension to draw a screen-aligned textured quad without needing a VAO/VBO or a shader. */ NVDrawTexture.glDrawTextureNV(raytraceTexture, sampler, 0.0f, 0.0f, width, height, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f); } else { /* * Draw a full-screen quad using the VAO and shader. */ glUseProgram(quadProgram); glBindVertexArray(vao); glBindTexture(GL_TEXTURE_2D, raytraceTexture); glBindSampler(0, this.sampler); glDrawArrays(GL_TRIANGLES, 0, 6); glBindSampler(0, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindVertexArray(0); glUseProgram(0); } }
From source file:org.lwjgl.demo.opengl.raytracing.HybridDemoSsboTriangles.java
License:Open Source License
/** * Present the final image on the screen/viewport. *//* ww w. j a v a 2s . com*/ private void present() { glDisable(GL_DEPTH_TEST); if (caps.GL_NV_draw_texture) { /* * Use some fancy NV extension to draw a screen-aligned textured * quad without needing a VAO/VBO or a shader. */ NVDrawTexture.glDrawTextureNV(raytraceTexture, sampler, 0.0f, 0.0f, width, height, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f); } else { /* * Draw a full-screen quad using the VAO and shader. */ glUseProgram(quadProgram); glBindVertexArray(vao); glBindTexture(GL_TEXTURE_2D, raytraceTexture); glBindSampler(0, this.sampler); glDrawArrays(GL_TRIANGLES, 0, 6); glBindSampler(0, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindVertexArray(0); glUseProgram(0); } }
From source file:org.lwjgl.demo.opengl.raytracing.TransformFeedbackDemo.java
License:Open Source License
/** * Present the final image on the screen/viewport. */// ww w .j av a2 s. co m void present() { if (caps.GL_NV_draw_texture) { /* * Use some fancy NV extension to draw a screen-aligned textured quad without needing a VAO/VBO or a shader. */ NVDrawTexture.glDrawTextureNV(raytraceTexture, sampler, 0.0f, 0.0f, width, height, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f); } else { /* * Draw the rendered image on the screen using textured full-screen quad. */ glUseProgram(quadProgram); glBindVertexArray(fullScreenVao); glBindTexture(GL_TEXTURE_2D, raytraceTexture); glBindSampler(0, this.sampler); glDrawArrays(GL_TRIANGLES, 0, 6); glBindSampler(0, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindVertexArray(0); glUseProgram(0); } }