这篇教程C++ GLsizei函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中GLsizei函数的典型用法代码示例。如果您正苦于以下问题:C++ GLsizei函数的具体用法?C++ GLsizei怎么用?C++ GLsizei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GLsizei函数的28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: set_active void GL1GraphicContextProvider::set_viewport(const Rectf &viewport) { set_active(); glViewport( GLsizei(viewport.left), GLsizei(viewport.top), GLsizei(viewport.right - viewport.left), GLsizei(viewport.bottom - viewport.top)); }
开发者ID:ArtHome12,项目名称:ClanLib,代码行数:9,
示例2: initTexturebool initTexture(){ glGenTextures(texture::MAX, TextureName); gli::texture2D Texture(gli::loadStorageDDS(glf::DATA_DIRECTORY + TEXTURE_DIFFUSE)); assert(!Texture.empty()); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::DIFFUSE]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(Texture.levels() - 1)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexStorage2D(GL_TEXTURE_2D, GLint(Texture.levels()), GL_RGBA8, GLsizei(Texture[0].dimensions().x), GLsizei(Texture[0].dimensions().y)); for(gli::texture2D::size_type Level = 0; Level < Texture.levels(); ++Level) { glTexSubImage2D( GL_TEXTURE_2D, GLint(Level), 0, 0, GLsizei(Texture[Level].dimensions().x), GLsizei(Texture[Level].dimensions().y), GL_BGR, GL_UNSIGNED_BYTE, Texture[Level].data()); } glPixelStorei(GL_UNPACK_ALIGNMENT, 4); GLint TextureBufferOffset(0); glGetIntegerv( GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &TextureBufferOffset); GLint TextureBufferRange = glm::max(GLint(PositionSize), TextureBufferOffset); glBindTexture(GL_TEXTURE_BUFFER, TextureName[texture::POSITION_INPUT]); glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGBA32F, BufferName[buffer::POSITION_INPUT], 0, TextureBufferRange); glBindTexture(GL_TEXTURE_BUFFER, TextureName[texture::TEXCOORD_INPUT]); glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGBA32F, BufferName[buffer::TEXCOORD_INPUT], 0, TextureBufferRange); glBindTexture(GL_TEXTURE_BUFFER, TextureName[texture::COLOR_INPUT]); glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGBA32F, BufferName[buffer::COLOR_INPUT], 0, TextureBufferRange); glBindTexture(GL_TEXTURE_BUFFER, TextureName[texture::POSITION_OUTPUT]); glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGBA32F, BufferName[buffer::POSITION_OUTPUT], 0, TextureBufferRange); glBindTexture(GL_TEXTURE_BUFFER, TextureName[texture::TEXCOORD_OUTPUT]); glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGBA32F, BufferName[buffer::TEXCOORD_OUTPUT], 0, TextureBufferRange); glBindTexture(GL_TEXTURE_BUFFER, TextureName[texture::COLOR_OUTPUT]); glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGBA32F, BufferName[buffer::COLOR_OUTPUT], 0, TextureBufferRange); glBindTexture(GL_TEXTURE_BUFFER, 0); return true;}
开发者ID:alexa-infra,项目名称:ogl-samples,代码行数:56,
示例3: adjustViewportvoid adjustViewport(){ float scaleX, scaleY; int winWidth = glutGet(GLUT_WINDOW_WIDTH); int winHeight = glutGet(GLUT_WINDOW_HEIGHT); getAspectRatioAdjustment(XY_ASPECT, float(winWidth) / float(winHeight), &scaleX, &scaleY); GLsizei vpWidth = GLsizei(winWidth * scaleX); GLsizei vpHeight = GLsizei(winHeight * scaleY); glViewport((winWidth-vpWidth)/2, (winHeight-vpHeight)/2, vpWidth, vpHeight);}
开发者ID:avi-jit,项目名称:kinect-ultra,代码行数:10,
示例4: png_set_read_fnvoid ogl::texture::load_png(const void *buf, size_t len, std::vector<GLubyte>& p){ // Initialize all PNG import data structures. png_structp rp = 0; png_infop ip = 0; png_bytep *bp = 0; if (!(rp = png_create_read_struct(PNG_LIBPNG_VER_STRING, 0, 0, 0))) throw std::runtime_error("Failure creating PNG read structure"); if (!(ip = png_create_info_struct(rp))) throw std::runtime_error("Failure creating PNG info structure"); // Initialize the user-defined IO structure. struct png_user_io user; user.buf = (png_bytep) buf; user.len = (png_size_t) len; png_set_read_fn(rp, &user, png_user_read); // Enable the default PNG error handler. if (setjmp(png_jmpbuf(rp)) == 0) { // Read the PNG header. png_read_png(rp, ip, PNG_TRANSFORM_EXPAND | PNG_TRANSFORM_PACKING | PNG_TRANSFORM_STRIP_16 | PNG_TRANSFORM_SWAP_ENDIAN, 0); // Extract image properties. w = GLsizei(png_get_image_width (rp, ip)); h = GLsizei(png_get_image_height(rp, ip)); c = GLsizei(png_get_channels (rp, ip)); p.resize(w * h * c); // Read the pixel data. if ((bp = png_get_rows(rp, ip))) for (GLsizei i = 0, j = h - 1; i < h; ++i, --j) memcpy(&p[w * c * i], bp[j], (w * c)); } // Release all resources. png_destroy_read_struct(&rp, &ip, 0);}
开发者ID:rlk,项目名称:thumb,代码行数:54,
示例5: initTexture bool initTexture() { bool Validated(true); gli::texture2d Texture(gli::load_dds((getDataDirectory() + TEXTURE_DIFFUSE).c_str())); assert(!Texture.empty()); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(texture::MAX, &TextureName[0]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::DIFFUSE]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(Texture.levels() - 1)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for(std::size_t Level = 0; Level < Texture.levels(); ++Level) { glCompressedTexImage2D(GL_TEXTURE_2D, GLint(Level), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GLsizei(Texture[Level].extent().x), GLsizei(Texture[Level].extent().y), 0, GLsizei(Texture[Level].size()), Texture[Level].data()); } glm::ivec2 WindowSize(this->getWindowSize() * this->FramebufferScale); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::COLORBUFFER]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, GLint(0), GL_RGBA8, GLsizei(WindowSize.x), GLsizei(WindowSize.y), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::DEPTHBUFFER]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(GL_TEXTURE_2D, GLint(0), GL_DEPTH_COMPONENT24, GLsizei(WindowSize.x), GLsizei(WindowSize.y), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::STENCILBUFFER]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(GL_TEXTURE_2D, GLint(0), GL_STENCIL_INDEX8, GLsizei(WindowSize.x), GLsizei(WindowSize.y), 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); return Validated; }
开发者ID:byhj,项目名称:ogl-samples,代码行数:58,
示例6: initTexture bool initTexture() { bool Validated(true); gli::gl GL(gli::gl::PROFILE_GL32); gli::texture2d Texture(gli::load_dds((getDataDirectory() + TEXTURE_DIFFUSE).c_str())); assert(!Texture.empty()); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(texture::MAX, &TextureName[0]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::DIFFUSE]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(Texture.levels() - 1)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gli::gl::format const Format = GL.translate(Texture.format(), Texture.swizzles()); for (gli::texture2d::size_type Level = 0; Level < Texture.levels(); ++Level) { glTexImage2D(GL_TEXTURE_2D, static_cast<GLint>(Level), Format.Internal, static_cast<GLsizei>(Texture[Level].extent().x), static_cast<GLsizei>(Texture[Level].extent().y), 0, Format.External, Format.Type, Texture[Level].data()); } glm::ivec2 WindowSize(this->getWindowSize() * this->FramebufferScale); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::COLORBUFFER]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, GLint(0), GL_RGBA8, GLsizei(WindowSize.x), GLsizei(WindowSize.y), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::RENDERBUFFER]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(GL_TEXTURE_2D, GLint(0), GL_DEPTH_COMPONENT24, GLsizei(WindowSize.x), GLsizei(WindowSize.y), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); return Validated; }
开发者ID:g-truc,项目名称:ogl-samples,代码行数:51,
示例7: initTexturebool initTexture(){ bool Validated(true); gli::texture2D Texture(gli::loadStorageDDS(glf::DATA_DIRECTORY + TEXTURE_DIFFUSE)); assert(!Texture.empty()); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glBindBuffer(GL_PIXEL_PACK_BUFFER, BufferName[buffer::VERTEX]); glGenTextures(1, &TextureName); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(Texture.levels() - 1)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexStorage2D(GL_TEXTURE_2D, GLint(Texture.levels()), gli::internal_format(Texture.format()), GLsizei(Texture.dimensions().x), GLsizei(Texture.dimensions().y)); for(gli::texture2D::size_type Level(0); Level < Texture.levels(); ++Level) { glTexSubImage2D( GL_TEXTURE_2D, GLint(Level), 0, 0, GLsizei(Texture[Level].dimensions().x), GLsizei(Texture[Level].dimensions().y), gli::external_format(Texture.format()), gli::type_format(Texture.format()), Texture[Level].data()); } glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Query the texture handle and make the texture resident TextureHandle = glGetTextureHandleNV(TextureName); glMakeTextureHandleResidentNV(TextureHandle); glBindTexture(GL_TEXTURE_2D, 0); return Validated;}
开发者ID:Daft-Freak,项目名称:vogl,代码行数:51,
示例8: initTexture bool initTexture() { bool Validated(true); gli::texture2d Texture(gli::load_dds((getDataDirectory() + TEXTURE_DIFFUSE).c_str())); assert(!Texture.empty()); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(texture::MAX, &TextureName[0]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, TextureName[texture::DIFFUSE]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(Texture.levels() - 1)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for(std::size_t Level = 0; Level < Texture.levels(); ++Level) { glCompressedTexImage2D(GL_TEXTURE_2D, GLint(Level), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GLsizei(Texture[Level].extent().x), GLsizei(Texture[Level].extent().y), 0, GLsizei(Texture[Level].size()), Texture[Level].data()); } glm::ivec2 WindowSize(this->getWindowSize()); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, TextureName[texture::MULTISAMPLE]); this->checkError("initTexture 1"); glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 0); this->checkError("initTexture 2"); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_DEPTH_COMPONENT24, GLsizei(WindowSize.x), GLsizei(WindowSize.y), GL_TRUE); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); return Validated && this->checkError("initTexture"); }
开发者ID:byhj,项目名称:ogl-samples,代码行数:50,
示例9: GL_RET_CALL// ************************************************************************* //ScissorRect::ScissorRect( float _x, float _y, float _w, float _h ){ // Store old state to restore it later m_wasEnabled = GL_RET_CALL(glIsEnabled, GL_SCISSOR_TEST) == GL_TRUE; GL_CALL(glGetIntegerv, GL_SCISSOR_BOX, m_previousRect); // TODO: Avoid glgetter IVec2 size = Device::GetBackbufferSize(); // Translate coordinates to absolute pixel coordinates and set directly. GL_CALL(glScissor, GLint((_x * 0.5f + 0.5f) * size[0]), GLint((_y * 0.5f + 0.5f) * size[1]), GLsizei(_w * 0.5f * size[0]), GLsizei(_h * 0.5f * size[1]) ); GL_CALL(glEnable, GL_SCISSOR_TEST);}
开发者ID:Jojendersie,项目名称:Monolith,代码行数:16,
示例10: drawElementsInstancedBaseVertexinline void drawElementsInstancedBaseVertex( DrawElementsInstancedBaseVertexMode mode, GLsizei count, DrawElementsInstancedBaseVertexType type, GLvoid *indices, GLsizei primcount, GLint basevertex) { glDrawElementsInstancedBaseVertex( GLenum(mode), GLsizei(count), GLenum(type), (GLvoid*)(indices), GLsizei(primcount), GLint(basevertex));}
开发者ID:ngzHappy,项目名称:OpenGL45Book,代码行数:15,
示例11: render bool render() { glm::vec2 WindowSize(this->getWindowSize()); { glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]); glm::mat4* Pointer = (glm::mat4*)glMapBufferRange( GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, WindowSize.x * 0.5f / WindowSize.y, 0.1f, 100.0f); glm::mat4 Model = glm::mat4(1.0f); *Pointer = Projection * this->view() * Model; // Make sure the uniform buffer is uploaded glUnmapBuffer(GL_UNIFORM_BUFFER); } float Depth(1.0f); glClearBufferfv(GL_DEPTH, 0, &Depth); glClearBufferfv(GL_COLOR, 0, &glm::vec4(1.0f, 0.5f, 0.0f, 1.0f)[0]); glActiveTexture(GL_TEXTURE0 + sementics::sampler::RGB8); glBindTexture(GL_TEXTURE_2D, TextureName[texture::RGB8]); glActiveTexture(GL_TEXTURE0 + sementics::sampler::DXT1); glBindTexture(GL_TEXTURE_2D, TextureName[texture::DXT1]); glBindProgramPipeline(PipelineName); glBindBufferBase(GL_UNIFORM_BUFFER, semantic::uniform::TRANSFORM0, BufferName[buffer::TRANSFORM]); glBindVertexArray(VertexArrayName); glUseProgram(ProgramName); std::vector<GLuint> Index(2); Index[0] = sementics::sampling::RGB8; Index[1] = sementics::sampling::DXT1; glViewportIndexedf(0, 0, 0, GLfloat(WindowSize.x) / 2.0f, GLfloat(WindowSize.y)); glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, GLsizei(1), &Index[0]); glDrawElementsInstancedBaseVertex(GL_TRIANGLES, ElementCount, GL_UNSIGNED_INT, nullptr, 1, 0); glViewportIndexedf(0, GLfloat(WindowSize.x) / 2.0f, 0, GLfloat(WindowSize.x) / 2.0f, GLfloat(WindowSize.y)); glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, GLsizei(1), &Index[1]); glDrawElementsInstancedBaseVertex(GL_TRIANGLES, ElementCount, GL_UNSIGNED_INT, nullptr, 1, 0); return true; }
开发者ID:h3rb,项目名称:ogl-samples,代码行数:48,
示例12: glBindVertexArray void ScreenText::draw(GLContext* context) { if(!usedSize_) return;#ifdef SCIGMA_USE_OPENGL_3_2 glBindVertexArray(vertexArray_);#else glBindBuffer(GL_ARRAY_BUFFER,glBuffer_); prepare_attributes();#endif glUniform4fv(fColorLocation_,1,fColor_); glUniform4fv(bColorLocation_,1,bColor_); glUniform2fv(offsetLocation_,1,offset_); switch(screenAnchor_) { case SCREEN_ANCHOR_BOTTOM_LEFT: glUniform4f(screenAnchorLocation_,-1,-1,0,0);break; case SCREEN_ANCHOR_BOTTOM_RIGHT: glUniform4f(screenAnchorLocation_,1,-1,0,0);break; case SCREEN_ANCHOR_TOP_RIGHT: glUniform4f(screenAnchorLocation_,1,1,0,0);;break; case SCREEN_ANCHOR_TOP_LEFT: glUniform4f(screenAnchorLocation_,-1,1,0,0);break; } glBindTexture(GL_TEXTURE_2D,font_.textureID); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glDrawArrays(GL_TRIANGLES, 0, GLsizei(usedSize_/4)); GLERR; }
开发者ID:rhoelzel,项目名称:scigma,代码行数:34,
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