Loading opengl/tests/linetex/linetex.cpp +8 −11 Original line number Diff line number Diff line Loading @@ -68,31 +68,28 @@ int main(int argc, char** argv) glBindTexture(GL_TEXTURE_2D, 0); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDisable(GL_DITHER); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); const uint32_t t32[] = { 0xFFFFFFFF, 0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFF00, 0xFFFF00FF, 0xFF00FFFF, 0xFF000000 }; const uint16_t t16[64] = { 0xFFFF, 0xF800, 0x07E0, 0x001F }; const GLfloat vertices[4][2] = { { 0, 0 }, { w, h } { w/2, 0 }, { w/2, h } }; const GLfloat texCoords[4][2] = { { 0, 0 }, { 1, 0 } { 1, 1 } }; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16); glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); Loading Loading
opengl/tests/linetex/linetex.cpp +8 −11 Original line number Diff line number Diff line Loading @@ -68,31 +68,28 @@ int main(int argc, char** argv) glBindTexture(GL_TEXTURE_2D, 0); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDisable(GL_DITHER); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); const uint32_t t32[] = { 0xFFFFFFFF, 0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFF00, 0xFFFF00FF, 0xFF00FFFF, 0xFF000000 }; const uint16_t t16[64] = { 0xFFFF, 0xF800, 0x07E0, 0x001F }; const GLfloat vertices[4][2] = { { 0, 0 }, { w, h } { w/2, 0 }, { w/2, h } }; const GLfloat texCoords[4][2] = { { 0, 0 }, { 1, 0 } { 1, 1 } }; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16); glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); Loading