Esempio n. 1
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 def uniform_tex(self, name, tex):
     assert self._bound
     slot = self.next_tex_slot
     glActiveTexture(GL_TEXTURE0 + slot)
     glBindTexture(tex.target, tex)
     self.uniform_i(name, slot)
     glActiveTexture(GL_TEXTURE0)
     self.next_tex_slot += 1
Esempio n. 2
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 def uniform_tex(self, name, tex):
     assert self._bound
     slot = self.next_tex_slot
     glActiveTexture(GL_TEXTURE0 + slot)
     glBindTexture(tex.target, tex)
     self.uniform_i(name, slot)
     glActiveTexture(GL_TEXTURE0)
     self.next_tex_slot += 1
Esempio n. 3
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 def bind_textures(self, **textures):
     for i, (name, texture) in enumerate(textures.items()):
         glActiveTexture(GL_TEXTURE0 + i)
         glBindTexture(texture.target, texture)  # TODO: repair RAII!
         self.uniform_i(name, i)
     glActiveTexture(GL_TEXTURE0)
Esempio n. 4
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 def bind_textures(self, **textures):
     for i, (name, texture) in enumerate(textures.items()):
         glActiveTexture(GL_TEXTURE0 + i)
         glBindTexture(texture.target, texture)  # TODO: repair RAII!
         self.uniform_i(name, i)
     glActiveTexture(GL_TEXTURE0)