Beispiel #1
0
func (f *Font) teardownTextRendering(texture gl.GLuint, initial *sdl.Surface, intermediarya *sdl.Surface, intermediary *sdl.Surface) (endw int, endh int) {

	//
	gl.Disable(gl.BLEND)

	/* Bad things happen if we delete the texture before it finishes */
	gl.Finish()

	/* return the deltas in the unused w,h part of the rect */
	endw = int(initial.W)
	endh = int(initial.H)

	/* Clean up */
	initial.Free()
	intermediarya.Free()
	intermediary.Free()
	gl.DeleteTextures(1, &texture)
	//
	return
}
Beispiel #2
0
func uploadTexture_RGBA32(w, h int, data []byte) gl.GLuint {
	var id gl.GLuint

	gl.GenTextures(1, &id)
	gl.BindTexture(gl.TEXTURE_2D, id)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.GLsizei(w), gl.GLsizei(h), 0, gl.RGBA,
		gl.UNSIGNED_BYTE, unsafe.Pointer(&data[0]))

	if gl.GetError() != gl.NO_ERROR {
		gl.DeleteTextures(1, &id)
		panic("Failed to load a texture")
		return 0
	}
	return id
}
Beispiel #3
0
func ReuploadTexture(tex *gl.GLuint, w, h int, data []byte) {
	if *tex > 0 {
		gl.DeleteTextures(1, tex)
	}
	*tex = uploadTexture_RGBA32(w, h, data)
}