def init_texture(width, height, texname, texture, clr): # function to init the texture bgl.glPixelStorei(bgl.GL_UNPACK_ALIGNMENT, 1) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glBindTexture(bgl.GL_TEXTURE_2D, texname) bgl.glActiveTexture(bgl.GL_TEXTURE0) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR) bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, clr, width, height, 0, clr, bgl.GL_FLOAT, texture)
def init_texture(self, width, height): clr = bgl.GL_RGBA texname = self.texture_dict['texture'] data = self.texture_dict['texture_data'] texture = bgl.Buffer(bgl.GL_FLOAT, data.size, data.tolist()) bgl.glPixelStorei(bgl.GL_UNPACK_ALIGNMENT, 1) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glBindTexture(bgl.GL_TEXTURE_2D, texname) bgl.glActiveTexture(bgl.GL_TEXTURE0) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP_TO_EDGE) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR) bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, clr, width, height, 0, clr, bgl.GL_FLOAT, texture)
def init_texture(width, height, texname, texture, clr): # function to init the texture bgl.glPixelStorei(bgl.GL_UNPACK_ALIGNMENT, 1) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glBindTexture(bgl.GL_TEXTURE_2D, texname) bgl.glActiveTexture(bgl.GL_TEXTURE0) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR) bgl.glTexImage2D( bgl.GL_TEXTURE_2D, 0, clr, width, height, 0, clr, bgl.GL_FLOAT, texture )
def init_texture(self, width, height): texname = self.texture_dict['texture'] data = self.texture_dict['texture_data'] clr = bgl.GL_RGBA if not 'texture_buffer' in self.texture_dict: #print('initializing texture longform') texture = bgl.Buffer(bgl.GL_FLOAT, data.size, data.tolist()) self.texture_dict['texture_buffer'] = texture else: #print("reusing") texture = self.texture_dict['texture_buffer'] bgl.glPixelStorei(bgl.GL_UNPACK_ALIGNMENT, 1) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glBindTexture(bgl.GL_TEXTURE_2D, texname) bgl.glActiveTexture(bgl.GL_TEXTURE0) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP_TO_EDGE) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR) bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR) bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, clr, width, height, 0, clr, bgl.GL_FLOAT, texture)