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C++ create_texture函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中create_texture函数的典型用法代码示例。如果您正苦于以下问题:C++ create_texture函数的具体用法?C++ create_texture怎么用?C++ create_texture使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了create_texture函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: piglit_display

enum piglit_result
piglit_display(void)
{
	GLuint tex;
	GLboolean pass = GL_TRUE;

	glClearColor(0, 0, 0, 0);
	glClear(GL_COLOR_BUFFER_BIT);

	tex = create_texture(GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
	display_mipmaps(10, 10 + (10 + SIZE) * 0);
	glDeleteTextures(1, &tex);
	tex = create_texture(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
	display_mipmaps(10, 10 + (10 + SIZE) * 1);
	glDeleteTextures(1, &tex);
	tex = create_texture(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
	display_mipmaps(10, 10 + (10 + SIZE) * 2);
	glDeleteTextures(1, &tex);
	tex = create_texture(GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
	display_mipmaps(10, 10 + (10 + SIZE) * 3);
	glDeleteTextures(1, &tex);

	pass = pass && check_resulting_mipmaps(10, 10 + (10 + SIZE) * 0);
	pass = pass && check_resulting_mipmaps(10, 10 + (10 + SIZE) * 1);
	pass = pass && check_resulting_mipmaps(10, 10 + (10 + SIZE) * 2);
	pass = pass && check_resulting_mipmaps(10, 10 + (10 + SIZE) * 3);

	glutSwapBuffers();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
开发者ID:nobled,项目名称:piglit,代码行数:31,代码来源:s3tc-texsubimage.c


示例2: opengl_init

void opengl_init(int w, int h)
{
	/* init statue *********************************************************************************/
	LOGI("begin load shader");
	shader_loader vs, ps;
	quad_mesh.program = new shader_program;
	if(!quad_mesh.program->build(vs.load_shader_source("media/flame.vs"),ps.load_shader_source("media/flame.ps")))
	{
		LOGI("build shader failed");
		return;
	}

	quad_mesh.texs_idxs[0] = create_texture("media/FireBase.tga", GL_CLAMP_TO_EDGE);
	quad_mesh.texs_idxs[1] = create_texture("media/FireDistortion.tga",GL_REPEAT);
	quad_mesh.texs_idxs[2] = create_texture("media/FireOpacity.tga",GL_CLAMP_TO_EDGE);

	quad_mesh.attribute_locations[static_mesh::POSITION] = glGetAttribLocation(quad_mesh.program->get_program(),"rm_Vertex");
	quad_mesh.attribute_locations[static_mesh::TEXCOORD] = glGetAttribLocation(quad_mesh.program->get_program(),"rm_TexCoord0");

	quad_mesh.loc_time = glGetUniformLocation(quad_mesh.program->get_program(),"time_0_X");
	quad_mesh.texs_locs[0] = glGetUniformLocation(quad_mesh.program->get_program(),"fire_base");
	quad_mesh.texs_locs[1] = glGetUniformLocation(quad_mesh.program->get_program(),"fire_distortion");
	quad_mesh.texs_locs[2] = glGetUniformLocation(quad_mesh.program->get_program(),"fire_opacity");

	float*pos, *texcoord;
	unsigned short *indx;
	GLuint num_vertexs;
	GLuint num_index;

	num_index = shape::create_plane(1, &pos, NULL, &texcoord, &indx, num_vertexs);

	glGenBuffers(4, quad_mesh.attribute_vbos);

	glBindBuffer(GL_ARRAY_BUFFER, quad_mesh.attribute_vbos[static_mesh::POSITION]);
	glBufferData(GL_ARRAY_BUFFER, 4*3*num_vertexs, pos, GL_STATIC_DRAW);

	glBindBuffer(GL_ARRAY_BUFFER, quad_mesh.attribute_vbos[static_mesh::TEXCOORD]);
	glBufferData(GL_ARRAY_BUFFER, 4*2*num_vertexs, texcoord, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quad_mesh.attribute_vbos[static_mesh::INDEX]);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, 2*num_index, indx, GL_STATIC_DRAW);

	quad_mesh.num_faces = num_index/3;

	delete []pos;
	delete []texcoord;
	delete []indx;

	glViewport(0,0,w,h);
}
开发者ID:gaoguanglei,项目名称:Android-OpenGL-ES-2.0-Effects,代码行数:50,代码来源:main.cpp


示例3: piglit_display

enum piglit_result
piglit_display(void)
{
	bool pass = true;
	GLuint tex;
	int i;

	tex = create_texture();

	clear_texture(tex);

	glBindTexture(GL_TEXTURE_CUBE_MAP, tex);

	draw_faces();

	glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

	glDeleteTextures(1, &tex);

	for (i = 0; i < 6; i++)
		pass &= piglit_probe_pixel_rgb(i, 0, faces[i].color);

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
开发者ID:BNieuwenhuizen,项目名称:piglit,代码行数:26,代码来源:cube.c


示例4: file

bgfx_texture* texture_manager::create_png_texture(std::string path, std::string file_name, std::string texture_name, uint32_t flags, uint32_t screen)
{
	bitmap_argb32 bitmap;
	emu_file file(path.c_str(), OPEN_FLAG_READ);
	render_load_png(bitmap, file, nullptr, file_name.c_str());

	if (bitmap.width() == 0 || bitmap.height() == 0)
	{
		printf("Unable to load PNG '%s' from path '%s'\n", path.c_str(), file_name.c_str());
		return nullptr;
	}

	uint8_t *data = new uint8_t[bitmap.width() * bitmap.height() * 4];
	uint32_t *data32 = reinterpret_cast<uint32_t *>(data);

	const uint32_t width = bitmap.width();
	const uint32_t height = bitmap.height();
	const uint32_t rowpixels = bitmap.rowpixels();
	uint32_t* base = reinterpret_cast<uint32_t *>(bitmap.raw_pixptr(0));
	for (int y = 0; y < height; y++)
	{
		copy_util::copyline_argb32(data32 + y * width, base + y * rowpixels, width, nullptr);
	}

	if (screen >= 0)
	{
		texture_name += std::to_string(screen);
	}
	bgfx_texture* texture = create_texture(texture_name, bgfx::TextureFormat::RGBA8, width, height, data, flags);

	delete [] data;

	return texture;
}
开发者ID:MASHinfo,项目名称:mame,代码行数:34,代码来源:texturemanager.cpp


示例5: draw_text

NE_API void draw_text(font_text* text) {
	if (current_font_asset && text->text[0] != '\0') {
		font_asset* font = get_font(current_font_asset);
		SDL_Color color = { 255, 255, 255, 255 };
		SDL_Surface* surface = nullptr;
		TTF_Font* ttf = (TTF_Font*) font->resource_handle;
		if (text->wrap_length == 0) {
			surface = TTF_RenderUTF8_Blended(ttf, text->text.c_str(), color);
		} else {
			surface = TTF_RenderUTF8_Blended_Wrapped(ttf, text->text.c_str(), color, text->wrap_length);
		}
		if (text->texture.resource_handle == 0) {
			text->texture.resource_handle = create_texture();
		}
		load_texture_from_pixels(&text->texture, (uint32*) surface->pixels, surface->w, surface->h);
		text->old_text = text->text;
		text->text[0] = '\0';
		text->transform.scale = { (float) surface->w, (float) surface->h, 0.0f };
		SDL_FreeSurface(surface);
	}
	if (text->texture.resource_handle != 0 && text->old_text[0] != '\0' && text->text[0] == '\0') {
		set_model_matrix(&text->transform);
		bind_texture(&text->texture);
		draw_vertex_array(&shapes[current_shape].vertex_array);
	} 
}
开发者ID:noctare,项目名称:NoctareEngine,代码行数:26,代码来源:opengl.cpp


示例6: init_load

void	init_load(t_wolf *wolf)
{
  void	*img;
  int	w;
  int	h;
  int	bpp;
  int	size_line;
  int	endian;

  wolf->screen = 1;
  w = 1000;
  h = 800;
  if (wolf->texture == NULL)
    {
      wolf->texture = my_malloc(sizeof(t_texture));
      wolf->texture->load = NULL;
      wolf->texture->wall_one = NULL;
    }
  if (wolf->texture->load == NULL)
    wolf->texture->load = create_texture("texture/load.xpm", wolf);
  if (wolf->texture->wall_one == NULL)
    init_texture(wolf);
  mlx_put_image_to_window(wolf->mlx, wolf->win,
			  wolf->texture->load->image, 0, 0);
}
开发者ID:telenc,项目名称:wolf3d,代码行数:25,代码来源:menu.c


示例7: get_open_filenames

void TextureCollectionItem::slot_import_textures()
{
    const QStringList filepaths =
        get_open_filenames(
            treeWidget(),
            "Import Textures...",
            g_bitmap_files_filter,
            m_editor_context.m_settings,
            SETTINGS_FILE_DIALOG_PROJECTS);

    if (filepaths.empty())
        return;

    const filesystem::path path(
        QDir::toNativeSeparators(filepaths.first()).toStdString());

    // todo: schedule creation of texture and texture instances when rendering.
    for (int i = 0; i < filepaths.size(); ++i)
    {
        const string filepath = QDir::toNativeSeparators(filepaths[i]).toStdString();

        auto_release_ptr<Texture> texture = create_texture(filepath);
        auto_release_ptr<TextureInstance> texture_instance = create_texture_instance(texture->get_name());

        m_parent_item->add_item(texture.get());
        m_parent_item->add_item(texture_instance.get());

        m_parent.textures().insert(texture);
        m_parent.texture_instances().insert(texture_instance);

    }

    m_editor_context.m_project_builder.notify_project_modification();
}
开发者ID:docwhite,项目名称:appleseed,代码行数:34,代码来源:texturecollectionitem.cpp


示例8: return

t_env			*init_env(void)
{
	t_env		*e;

	if (!(e = (t_env *)malloc(sizeof(t_env))))
		return (NULL);
	new_window(e);
	e->music = 0;
	e->posx = 3;
	e->posy = 5;
	e->dirx = -1;
	e->diry = 0;
	e->xmax = 0;
	e->ymax = 0;
	e->planex = 0;
	e->planey = 0.66;
	e->time = 0;
	e->oldtime = e->time;
	e->time = clock();
	e->fps = (e->time - e->oldtime) / 1000.0;
	e->movespeed = e->fps * 0.001;
	e->rotspeed = e->fps * 0.0005;
	e->tab = (int *)mlx_get_data_addr(e->img->img, &e->img->bpp, \
			&e->img->size_line, &e->img->endian);
	e->buffer = init_tab(e);
	e->texture = create_texture(e);
	return (e);
}
开发者ID:kwiessle,项目名称:wolf3d,代码行数:28,代码来源:init_env.c


示例9: assert

void PointCloudApplication::setup_video_texture() {
	assert(context.video_format == POINTCLOUD_BGRA_8888);
	
	video_texture = create_texture(NULL, context.video_width, context.video_height, true, GL_BGRA);

	// Setup geometry for the video overlay
	video_vertices[0] = 0;
	video_vertices[1] = context.viewport_height;
	video_vertices[2] = context.viewport_width;
	video_vertices[3] = context.viewport_height;
	video_vertices[4] = context.viewport_width;
	video_vertices[5] = 0;
	video_vertices[6] = 0;
	video_vertices[7] = 0;
	
	video_texcoords[0] = context.video_width  - context.video_crop_x;
	video_texcoords[1] = context.video_height - context.video_crop_y;
	video_texcoords[2] = context.video_width  - context.video_crop_x;
	video_texcoords[3] = context.video_crop_y;
	video_texcoords[4] = context.video_crop_x;
	video_texcoords[5] = context.video_crop_y;
	video_texcoords[6] = context.video_crop_x;
	video_texcoords[7] = context.video_height - context.video_crop_y;

	for (int i = 0; i < 8; i += 2) {
		video_texcoords[i] /= context.video_width;
		video_texcoords[i+1] /= context.video_height;
	}
}
开发者ID:caomw,项目名称:iPhone-3D-scanner,代码行数:29,代码来源:PointCloudApplication.cpp


示例10: gen_bush_fruiting_branches_texture

texture* gen_bush_fruiting_branches_texture(bush_appearance *appearance) {
  texture *result = create_texture(BLOCK_TEXTURE_SIZE, BLOCK_TEXTURE_SIZE);
  fltr_branches(result, &(appearance->thick_branches));
  fltr_leaves(result, &(appearance->leaves));
  fltr_leaves(result, &(appearance->fruit));
  return result;
}
开发者ID:solsword,项目名称:elf_forest,代码行数:7,代码来源:txg_plants.c


示例11: is_resource_supported

static bool
is_resource_supported(const test_data *data,
                      const GLenum pname,
                      const GLenum target,
                      const GLenum internalformat)
{
        GLuint tex;
        GLuint buffer;

        if (!check_query2_dependencies(pname, target))
                return false;

        if (!test_data_check_supported(data, target, internalformat))
                return false;

        if (target == GL_RENDERBUFFER)
                return is_supported_renderbuffer(target, internalformat);

        if (!create_texture(target, internalformat, &tex, &buffer))
                return false;

        glDeleteTextures(1, &tex);
        glDeleteBuffers(1, &buffer);

        return true;
}
开发者ID:chemecse,项目名称:piglit,代码行数:26,代码来源:max-dimensions.c


示例12: piglit_display

enum piglit_result
piglit_display(void)
{
	GLboolean pass = GL_TRUE;
	int dim;
	GLuint tex;
	int x;

	glClearColor(0.5, 0.5, 0.5, 0.5);
	glClear(GL_COLOR_BUFFER_BIT);

	tex = create_texture();

	x = 1;
	for (dim = TEX_WIDTH; dim > 1; dim /= 2) {
		draw_mipmap(x, 1, dim);
		x += dim + 1;
	}

	x = 1;
	for (dim = TEX_WIDTH; dim > 1; dim /= 2) {
		pass &= test_mipmap_drawing(x, 1, dim);
		x += dim + 1;
	}

	glDeleteTextures(1, &tex);

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
开发者ID:BNieuwenhuizen,项目名称:piglit,代码行数:31,代码来源:generatemipmap.c


示例13: run_grammar

void run_grammar(tx_grammar_literal *lit) {
  size_t i;
  int row, col;
  pixel px;
  tx_grammar_literal *chosen = NULL;
  tx_grammar_expansion_site *ges = NULL;
  // Create a list of expansion sites:
  list *expansion_sites = create_list();
  // Start by loading our source file into our result texture and calling our
  // pre-processing filter if we have one:
  if (lit->filename == NULL) {
    if (lit->anchor_x == 0 || lit->anchor_y == 0) {
      fprintf(
        stderr,
        "Error: grammar with NULL filename must have nonzero anchor values.\n"
      );
      fprintf(stderr, "(found: %zu, %zu)\n", lit->anchor_x, lit->anchor_y);
      exit(EXIT_FAILURE);
    }
    lit->result = create_texture(lit->anchor_x, lit->anchor_y);
  } else {
    lit->result = load_texture_from_png(lit->filename);
  }
  if (lit->preprocess != NULL) {
    (*(lit->preprocess))(lit->result, lit->preargs);
  }
  // Now expand each child reference at random. Note that due to the low
  // resolution of the pseudo-random process, any item with a weight of less
  // than 1/65536th of the total weight of all items in a disjunction will
  // never be picked.
  for (col = 0; col < lit->result->width; ++col) {
    for (row = 0; row < lit->result->height; ++row) {
      px = tx_get_px(lit->result, col, row);
      for (i = 0; i < N_GRAMMAR_KEYS; ++i) {
        if (px == GRAMMAR_KEYS[i] && lit->children[i] != NULL) {
          chosen = choose_child(
            lit->children[i],
            hash_3d(hash_2d(hash_1d((ptrdiff_t) lit), i), col, row)
          );
          if (chosen->result == NULL) {
            run_grammar(chosen);
          }
          ges = create_expansion_site();
          ges->col = col;
          ges->row = row;
          ges->literal = chosen;
          l_append_element(expansion_sites, ges);
          ges = NULL; // destroy_list later on takes care of the memory used.
        }
      }
    }
  }
  l_witheach(expansion_sites, (void *) lit, expand_literal_into);
  // Clean up our list of expansion sites:
  destroy_list(expansion_sites);
  // Before wrapping up call our post-processing function if it exists:
  if (lit->postprocess != NULL) {
    (*(lit->postprocess))(lit->result, lit->postargs);
  }
}
开发者ID:solsword,项目名称:elf_forest,代码行数:60,代码来源:txgen.c


示例14: ParticleRenderer

ParticleController::ParticleController(ParticleEmitter* emitter, ParticleType c_type)
    : ParticleRenderer(), ParticleEmitter(*emitter) {
    set_emitter_parent(this);
    set_renderer_parent(this);
    type = c_type;
    create_texture();
}
开发者ID:fordream,项目名称:Project-Nintendo-Smack-down,代码行数:7,代码来源:ParticleController.cpp


示例15: main

int main(int argc, char **argv)
{
    int q;
    int start, end;

    printf("Initializing EGL...\n");

    if(!init_gl_surface())
    {
        printf("GL initialisation failed - exiting\n");
        return 0;
    }

    init_scene();

    create_texture();

    printf("Start test...\n");

    render(argc==2 ? atoi(argv[1]) : ITERATIONS);

    free_gl_surface();

    return 0;
}
开发者ID:Jackeagle,项目名称:frameworks_base,代码行数:25,代码来源:tritex.c


示例16: st_resize_framebuffer

void st_resize_framebuffer(struct st_framebuffer *stfb,
                           uint width, uint height)
{
   struct vg_context *ctx = vg_current_context();
   struct st_renderbuffer *strb = stfb->strb;
   struct pipe_framebuffer_state *state;

   if (!ctx)
      return;

   state = &ctx->state.g3d.fb;

   /* If this is a noop, exit early and don't do the clear, etc below.
    */
   if (strb->width == width &&
       strb->height == height &&
       state->zsbuf)
      return;

   if (strb->width != width || strb->height != height)
      st_renderbuffer_alloc_storage(ctx, strb,
                                 width, height);

   if (stfb->dsrb->width != width || stfb->dsrb->height != height)
      st_renderbuffer_alloc_storage(ctx, stfb->dsrb,
                                 width, height);

   {
      VGuint i;

      memset(state, 0, sizeof(struct pipe_framebuffer_state));

      state->width  = width;
      state->height = height;

      state->nr_cbufs = 1;
      state->cbufs[0] = strb->surface;
      for (i = 1; i < PIPE_MAX_COLOR_BUFS; ++i)
         state->cbufs[i] = 0;

      state->zsbuf = stfb->dsrb->surface;

      cso_set_framebuffer(ctx->cso_context, state);
   }

   ctx->state.dirty |= VIEWPORT_DIRTY;
   ctx->state.dirty |= DEPTH_STENCIL_DIRTY;/*to reset the scissors*/

   ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL,
                    NULL, 0.0, 0);

   /* we need all the other state already set */

   setup_new_alpha_mask(ctx, stfb, width, height);

   pipe_texture_reference( &stfb->blend_texture, NULL );
   stfb->blend_texture = create_texture(ctx->pipe, PIPE_FORMAT_A8R8G8B8_UNORM,
                                        width, height);
}
开发者ID:emcmanus,项目名称:FlashMesa3D,代码行数:59,代码来源:vg_tracker.c


示例17: main

int main(int argc, char** argv)
{
    int x, y, width;
    GLuint texture;

    glfwSetErrorCallback(error_callback, NULL);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    windows[0] = open_window("First", NULL, OFFSET, OFFSET);
    if (!windows[0])
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    // This is the one and only time we create a texture
    // It is created inside the first context, created above
    // It will then be shared with the second context, created below
    texture = create_texture();

    glfwGetWindowPos(windows[0], &x, &y);
    glfwGetWindowSize(windows[0], &width, NULL);

    // Put the second window to the right of the first one
    windows[1] = open_window("Second", windows[0], x + width + OFFSET, y);
    if (!windows[1])
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    // Set drawing color for both contexts
    glfwMakeContextCurrent(windows[0]);
    glColor3f(0.6f, 0.f, 0.6f);
    glfwMakeContextCurrent(windows[1]);
    glColor3f(0.6f, 0.6f, 0.f);

    glfwMakeContextCurrent(windows[0]);

    while (!glfwWindowShouldClose(windows[0]) &&
           !glfwWindowShouldClose(windows[1]))
    {
        glfwMakeContextCurrent(windows[0]);
        draw_quad(texture);

        glfwMakeContextCurrent(windows[1]);
        draw_quad(texture);

        glfwSwapBuffers(windows[0]);
        glfwSwapBuffers(windows[1]);

        glfwWaitEvents();
    }

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
开发者ID:deltaluca,项目名称:glfw,代码行数:59,代码来源:sharing.c


示例18: initGl

void
initGl ()
{
    int zero = 0;
    glutInit (&zero, NULL);
    glewInit ();

    glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepth (1.0);
    glDepthFunc (GL_LESS);
    glEnable (GL_DEPTH_TEST);
    glShadeModel (GL_SMOOTH);

    GLfloat light_ambient[] = {0.5f, 0.5f, 0.5f, 1.0f};
    GLfloat light_diffuse[] = {0.4f, 0.4f, 0.3f, 1.0f};
    GLfloat light_position[] = {0.0f, 1.0f, 2.0f, 1.0f};

    glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
    glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse);
    glLightfv (GL_LIGHT1, GL_POSITION, light_position);
    glEnable (GL_LIGHT1);
    glEnable (GL_LIGHTING);

    glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
    glEnable (GL_COLOR_MATERIAL);

    map_image_texture_id = create_texture ();

    glGenBuffers (1, &laser_buffer_id);
    glBindBuffer (GL_ARRAY_BUFFER, laser_buffer_id);

    laser_pos_buffer = NULL;

    glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();

    gluPerspective (45.0f, WINDOW_WIDTH / WINDOW_HEIGHT, 0.1f, 4000.0f); // Calculate The Aspect Ratio Of The Window

    carmen_pose_3D_t zero_pose;
    zero_pose.position.x = 0.0;
    zero_pose.position.y = 0.0;
    zero_pose.position.z = 0.0;
    zero_pose.orientation.roll = 0.0;
    zero_pose.orientation.pitch = 0.0;
    zero_pose.orientation.yaw = 0.0;

    camera_pose = zero_pose;
    camera_offset = zero_pose;

    camera_pose.position.z = 30.0;
    camera_pose.orientation.pitch = carmen_degrees_to_radians (90.0);

    background_r = 0.0;
    background_g = 0.0;
    background_b = 0.0;

    glMatrixMode (GL_MODELVIEW);

}
开发者ID:LCAD-UFES,项目名称:carmen_lcad,代码行数:59,代码来源:GLDraw.c


示例19: load_texture_asset

NE_API void load_texture_asset(texture_asset* texture) {
	texture->resource_handle = create_texture();
	if (texture->pixels) {
		load_texture_from_pixels(texture, texture->pixels, texture->size.x, texture->size.y);
	} else {
		load_texture_from_file(texture);
	}
}
开发者ID:noctare,项目名称:NoctareEngine,代码行数:8,代码来源:opengl.cpp


示例20: create_texture

bool PXL_Texture::create_texture(std::string file_path) {
	//creates a bitmap from the specified file path and checks if it is valid
	PXL_Bitmap bitmap;
	if (bitmap.create_bitmap(file_path)) {
		//if valid, create the texture from the bitmap and delete it afterwards
		bool success = create_texture(&bitmap);
		delete &bitmap;
		return success;
	}
	return false;
}
开发者ID:fordream,项目名称:pxl2D,代码行数:11,代码来源:PXL_Texture.cpp



注:本文中的create_texture函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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