diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java | 90 |
1 files changed, 53 insertions, 37 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java b/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java index bf85bea87..f2ef3ac25 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java +++ b/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java @@ -52,18 +52,32 @@ import com.jogamp.opengl.util.texture.spi.*; * Represents an OpenGL texture object. Contains convenience routines * for enabling/disabling OpenGL texture state, binding this texture, * and computing texture coordinates for both the entire image as well - * as a sub-image. + * as a sub-image. + * + * <a name="textureCallOrder"><h5>Order of Texture Commands</h5></a> + * <p> + * Due to many confusions w/ texture usage, following list described the order + * and semantics of texture unit selection, binding and enabling. + * <ul> + * <li><i>Optional:</i> Set active textureUnit via <code>gl.glActiveTexture(GL.GL_TEXTURE0 + textureUnit)</code>, <code>0</code> is default.</li> + * <li>Bind <code>textureId</code> -> active <code>textureUnit</code>'s <code>textureTarget</code> via <code>gl.glBindTexture(textureTarget, textureId)</code></li> + * <li><i>Compatible Context Only:</i> Enable active <code>textureUnit</code>'s <code>textureTarget</code> via <code>glEnable(textureTarget)</code>. + * <li><i>Optional:</i> Fiddle with the texture parameters and/or environment settings.</li> + * <li>GLSL: Use <code>textureUnit</code> in your shader program, enable shader program.</li> + * <li>Issue draw commands</li> + * </ul> + * </p> * * <p><a name="nonpow2"><b>Non-power-of-two restrictions</b></a> * <br> When creating an OpenGL texture object, the Texture class will - * attempt to leverage the <a - * href="http://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt">GL_ARB_texture_non_power_of_two</a> - * and <a - * href="http://www.opengl.org/registry/specs/ARB/texture_rectangle.txt">GL_ARB_texture_rectangle</a> - * extensions (in that order) whenever possible. If neither extension - * is available, the Texture class will simply upload a non-pow2-sized + * attempt to use <i>non-power-of-two textures</i> (NPOT) if available, see {@link GL#isNPOTTextureAvailable()}. + * Further more, + * <a href="http://www.opengl.org/registry/specs/ARB/texture_rectangle.txt">GL_ARB_texture_rectangle</a> + * (RECT) will be attempted on OSX w/ ATI drivers. + * If NPOT is not available or RECT not chosen, the Texture class will simply upload a non-pow2-sized * image into a standard pow2-sized texture (without any special - * scaling). Since the choice of extension (or whether one is used at + * scaling). + * Since the choice of extension (or whether one is used at * all) depends on the user's machine configuration, developers are * recommended to use {@link #getImageTexCoords} and {@link * #getSubImageTexCoords}, as those methods will calculate the @@ -91,16 +105,24 @@ import com.jogamp.opengl.util.texture.spi.*; * when switching between textures it is necessary to call {@link * #bind}, but when drawing many triangles all using the same texture, * for best performance only one call to {@link #bind} should be made. + * User may also utilize multiple texture units, + * see <a href="#textureCallOrder"> order of texture commands above</a>. * * <p><a name="premult"><b>Alpha premultiplication and blending</b></a> - * <br> The mathematically correct way to perform blending in OpenGL - * (with the SrcOver "source over destination" mode, or any other - * Porter-Duff rule) is to use "premultiplied color components", which - * means the R/G/ B color components have already been multiplied by - * the alpha value. To make things easier for developers, the Texture - * class will automatically convert non-premultiplied image data into - * premultiplied data when storing it into an OpenGL texture. As a - * result, it is important to use the correct blending function; for + * <p> + * <i>Disclaimer: Consider performing alpha premultiplication in shader code, if really desired! Otherwise use RGBA.</i><br/> + * </p> + * <p> + * The Texture class does not convert RGBA image data into + * premultiplied data when storing it into an OpenGL texture. + * </p> + * <p> + * The mathematically correct way to perform blending in OpenGL + * with the SrcOver "source over destination" mode, or any other + * Porter-Duff rule, is to use <i>premultiplied color components</i>, + * which means the R/G/ B color components must have been multiplied by + * the alpha value. If using <i>premultiplied color components</i> + * it is important to use the correct blending function; for * example, the SrcOver rule is expressed as: <pre> gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA); @@ -138,9 +160,7 @@ import com.jogamp.opengl.util.texture.spi.*; <TR> <TD> AlphaXor <TD> GL_ONE_MINUS_DST_ALPHA <TD> GL_ONE_MINUS_SRC_ALPHA </TABLE> </CENTER> - * - * @author Chris Campbell - * @author Kenneth Russell + * @author Chris Campbell, Kenneth Russell, et.al. */ public class Texture { /** The GL target type. */ @@ -207,12 +227,13 @@ public class Texture { * Enables this texture's target (e.g., GL_TEXTURE_2D) in the * given GL context's state. This method is a shorthand equivalent * of the following OpenGL code: - <pre> - gl.glEnable(texture.getTarget()); - </pre> - * + * <pre> + * gl.glEnable(texture.getTarget()); + * </pre> * <p> - * Call is ignored if {@link #getTarget()} is {@link GLES2#GL_TEXTURE_EXTERNAL_OES}. + * Call is ignored if the {@link GL} object's context + * is using a core profile, see {@link GL#isGLcore()}, + * or if {@link #getTarget()} is {@link GLES2#GL_TEXTURE_EXTERNAL_OES}. * </p> * <p> * See the <a href="#perftips">performance tips</a> above for hints @@ -224,7 +245,7 @@ public class Texture { * OpenGL-related errors occurred */ public void enable(GL gl) throws GLException { - if(GLES2.GL_TEXTURE_EXTERNAL_OES != target) { + if( !gl.isGLcore() && GLES2.GL_TEXTURE_EXTERNAL_OES != target) { gl.glEnable(target); } } @@ -233,12 +254,13 @@ public class Texture { * Disables this texture's target (e.g., GL_TEXTURE_2D) in the * given GL state. This method is a shorthand equivalent * of the following OpenGL code: - <pre> - gl.glDisable(texture.getTarget()); - </pre> - * + * <pre> + * gl.glDisable(texture.getTarget()); + * </pre> * <p> - * Call is ignored if {@link #getTarget()} is {@link GLES2#GL_TEXTURE_EXTERNAL_OES}. + * Call is ignored if the {@link GL} object's context + * is using a core profile, see {@link GL#isGLcore()}, + * or if {@link #getTarget()} is {@link GLES2#GL_TEXTURE_EXTERNAL_OES}. * </p> * <p> * See the <a href="#perftips">performance tips</a> above for hints @@ -250,7 +272,7 @@ public class Texture { * OpenGL-related errors occurred */ public void disable(GL gl) throws GLException { - if(GLES2.GL_TEXTURE_EXTERNAL_OES != target) { + if( !gl.isGLcore() && GLES2.GL_TEXTURE_EXTERNAL_OES != target ) { gl.glDisable(target); } } @@ -275,12 +297,6 @@ public class Texture { } /** - * @deprecated use {@link #destroy(GL)} - */ - public final void dispose(GL gl) throws GLException { - destroy(gl); - } - /** * Destroys the native resources used by this texture object. * * @throws GLException if any OpenGL-related errors occurred |