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-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java
index 804e9ee14..aabef29b0 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PES2.java
@@ -32,7 +32,6 @@ import java.nio.FloatBuffer;
import javax.media.opengl.GL2ES2;
// FIXME: Subsume GL2GL3.GL_DRAW_FRAMEBUFFER -> GL2ES2.GL_DRAW_FRAMEBUFFER !
import javax.media.opengl.GL;
-import javax.media.opengl.GLException;
import javax.media.opengl.GLUniformData;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
@@ -45,7 +44,9 @@ import com.jogamp.graph.geom.Vertex;
import com.jogamp.graph.curve.opengl.GLRegion;
import com.jogamp.graph.curve.opengl.RenderState;
-import com.jogamp.opengl.util.FBObject;
+import com.jogamp.opengl.FBObject;
+import com.jogamp.opengl.FBObject.Attachment;
+import com.jogamp.opengl.FBObject.TextureAttachment;
import com.jogamp.opengl.util.GLArrayDataServer;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderState;
@@ -60,6 +61,7 @@ public class VBORegion2PES2 extends GLRegion {
private FBObject fbo;
+ private TextureAttachment texA;
private PMVMatrix fboPMVMatrix;
GLUniformData mgl_fboPMVMatrix;
@@ -72,7 +74,7 @@ public class VBORegion2PES2 extends GLRegion {
super(renderModes);
fboPMVMatrix = new PMVMatrix();
mgl_fboPMVMatrix = new GLUniformData(UniformNames.gcu_PMVMatrix, 4, 4, fboPMVMatrix.glGetPMvMatrixf());
- mgl_ActiveTexture = new GLUniformData(UniformNames.gcu_TextureUnit, textureEngine);
+ mgl_ActiveTexture = new GLUniformData(UniformNames.gcu_TextureUnit, textureEngine);
}
public void update(GL2ES2 gl, RenderState rs) {
@@ -214,8 +216,9 @@ public class VBORegion2PES2 extends GLRegion {
final ShaderState st = rs.getShaderState();
gl.glViewport(0, 0, width, hight);
- st.uniform(gl, mgl_ActiveTexture);
- fbo.use(gl, 0);
+ st.uniform(gl, mgl_ActiveTexture);
+ gl.glActiveTexture(GL.GL_TEXTURE0 + mgl_ActiveTexture.intValue());
+ fbo.use(gl, texA);
verticeFboAttr.enableBuffer(gl, true);
texCoordFboAttr.enableBuffer(gl, true);
indicesFbo.enableBuffer(gl, true);
@@ -244,20 +247,16 @@ public class VBORegion2PES2 extends GLRegion {
// System.out.println("FBO Scale: " + m.glGetMatrixf().get(0) +" " + m.glGetMatrixf().get(5));
if(null != fbo && fbo.getWidth() != tex_width_c && fbo.getHeight() != tex_height_c ) {
- fbo.destroy(gl);
- fbo = null;
+ fbo.reset(gl, tex_width_c, tex_height_c);
}
- if(null == fbo) {
- fbo = new FBObject(tex_width_c, tex_height_c);
- fbo.init(gl);
+ if(null == fbo) {
+ fbo = new FBObject();
+ fbo.reset(gl, tex_width_c, tex_height_c);
// FIXME: shall not use bilinear, due to own AA ? However, w/o bilinear result is not smooth
- fbo.attachTexture2D(gl, mgl_ActiveTexture.intValue(), GL2ES2.GL_LINEAR, GL2ES2.GL_LINEAR, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
- // fbo.attachTexture2D(gl, mgl_ActiveTexture.intValue(), GL2ES2.GL_NEAREST, GL2ES2.GL_NEAREST, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
- fbo.attachDepthBuffer(gl, GL.GL_DEPTH_COMPONENT16); // FIXME: or shall we use 24 or 32 bit depth ?
- if(!fbo.isStatusValid()) {
- throw new GLException("FBO invalid: "+fbo);
- }
+ texA = fbo.attachTexture2D(gl, 0, true, GL2ES2.GL_LINEAR, GL2ES2.GL_LINEAR, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
+ // texA = fbo.attachTexture2D(gl, 0, GL2ES2.GL_NEAREST, GL2ES2.GL_NEAREST, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
+ fbo.attachRenderbuffer(gl, Attachment.Type.DEPTH, 24);
} else {
fbo.bind(gl);
}
@@ -305,6 +304,7 @@ public class VBORegion2PES2 extends GLRegion {
if(null != fbo) {
fbo.destroy(gl);
fbo = null;
+ texA = null;
}
if(null != verticeTxtAttr) {
st.ownAttribute(verticeTxtAttr, false);