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authorSven Gothel <[email protected]>2023-08-01 17:43:46 +0200
committerSven Gothel <[email protected]>2023-08-01 17:43:46 +0200
commitd6f7c51dff01fdea5ce610c6da60ca2ac9cb9c43 (patch)
tree27810ac7eb504c30a3ef750c54f54604ec1a59d8 /src/jogl/classes/com/jogamp/graph/curve
parentda3943d26342b8d71aa3fdf0d7f46f96e5b098dd (diff)
Graph GLRegion.create(..): Expose variant with custom pass2TexUnit for VBAA (default texture unit is 0)
Diffstat (limited to 'src/jogl/classes/com/jogamp/graph/curve')
-rw-r--r--src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java28
1 files changed, 23 insertions, 5 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java b/src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java
index 49daa344b..2864f48bb 100644
--- a/src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java
+++ b/src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java
@@ -100,30 +100,48 @@ public abstract class GLRegion extends Region {
/**
* Create a GLRegion using the passed render mode
*
- * <p> In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit
- * {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT} is being used.</p>
* @param glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile.
* @param renderModes bit-field of modes, e.g. {@link Region#VARWEIGHT_RENDERING_BIT}, {@link Region#VBAA_RENDERING_BIT}
* @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode.
+ * @param pass2TexUnit texture unit for 2nd pass rendering ({@link Region#VBAA_RENDERING_BIT}), default is {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT}.
* @param initialVerticesCount initial number of vertices in the render-buffer
* @param initialIndicesCount initial number of indices in the render-buffer
*/
- public static GLRegion create(final GLProfile glp, int renderModes, final TextureSequence colorTexSeq, final int initialVerticesCount, final int initialIndicesCount) {
+ public static GLRegion create(final GLProfile glp, int renderModes, final TextureSequence colorTexSeq, final int pass2TexUnit,
+ final int initialVerticesCount, final int initialIndicesCount)
+ {
if( null != colorTexSeq ) {
renderModes |= Region.COLORTEXTURE_RENDERING_BIT;
} else if( Region.hasColorTexture(renderModes) ) {
throw new IllegalArgumentException("COLORTEXTURE_RENDERING_BIT set but null TextureSequence");
}
if( isVBAA(renderModes) ) {
- return new VBORegion2PVBAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, initialVerticesCount, initialIndicesCount);
+ return new VBORegion2PVBAAES2(glp, renderModes, colorTexSeq, pass2TexUnit, initialVerticesCount, initialIndicesCount);
} else if( isMSAA(renderModes) ) {
- return new VBORegion2PMSAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, initialVerticesCount, initialIndicesCount);
+ return new VBORegion2PMSAAES2(glp, renderModes, colorTexSeq, pass2TexUnit, initialVerticesCount, initialIndicesCount);
} else {
return new VBORegionSPES2(glp, renderModes, colorTexSeq, initialVerticesCount, initialIndicesCount);
}
}
/**
+ * Create a GLRegion using the passed render mode
+ *
+ * <p> In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit
+ * {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT} is being used.</p>
+ * @param glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile.
+ * @param renderModes bit-field of modes, e.g. {@link Region#VARWEIGHT_RENDERING_BIT}, {@link Region#VBAA_RENDERING_BIT}
+ * @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode.
+ * @param initialVerticesCount initial number of vertices in the render-buffer
+ * @param initialIndicesCount initial number of indices in the render-buffer
+ */
+ public static GLRegion create(final GLProfile glp, final int renderModes, final TextureSequence colorTexSeq,
+ final int initialVerticesCount, final int initialIndicesCount)
+ {
+ return create(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, initialVerticesCount, initialIndicesCount);
+ }
+
+ /**
* Create a GLRegion using the passed render mode and default initial buffer sizes {@link #defaultVerticesCount} and {@link #defaultIndicesCount}.
*
* <p> In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit