Example #1
0
func (tex *Texture) Unbind() {
	bound := tex.bound()
	if *bound == tex {
		gl33.BindTexture(tex.Type, 0)
		*bound = nil
	}
}
Example #2
0
func (tex *Texture) Bind(textureUnit int) {
	if activeTexture != textureUnit {
		gl33.ActiveTexture(gl33.Enum(gl33.TEXTURE0 + textureUnit))
		activeTexture = textureUnit
	}
	bound := tex.bound()
	if *bound != tex {
		gl33.BindTexture(tex.Type, tex.Id)
		*bound = tex
	}
}
Example #3
0
// LoadTexture buffers an image.Image into the graphic cards memory.
func LoadTexture(img image.Image) (*Texture, error) {
	w := img.Bounds().Dx()
	h := img.Bounds().Dy()
	rgba := image.NewRGBA(image.Rect(0, 0, w, h))
	for x := 0; x < w; x++ {
		for y := 0; y < h; y++ {
			rgba.Set(x, y, img.At(x, y))
		}
	}
	var textureId gl.Uint
	//gl.ActiveTexture(gl.TEXTURE0)
	gl.GenTextures(1, &textureId)
	gl.BindTexture(gl.TEXTURE_2D, textureId)
	//gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
	gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

	gl.TexImage2D(gl.TEXTURE_2D, 0, 4, gl.Sizei(rgba.Rect.Dx()), gl.Sizei(rgba.Rect.Dy()), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Pointer(&rgba.Pix[0]))

	gl.BindTexture(gl.TEXTURE_2D, 0)
	return &Texture{id: textureId}, nil
}
Example #4
0
func (t *Texture) Unbind() {
	gl.BindTexture(gl.TEXTURE_2D, 0)
}
Example #5
0
func (t *Texture) Bind() {
	gl.BindTexture(gl.TEXTURE_2D, t.id)
}