From fe08d99725efd0dde7ba67ff1979a04fec2ba99f Mon Sep 17 00:00:00 2001 From: Jason Sams Date: Wed, 27 May 2009 14:45:32 -0700 Subject: Implement first pass bitmap to allocation support. The Java bindings can create a 2D allocation by passing in a Bitmap object. --- libs/rs/rsProgramFragment.cpp | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'libs/rs/rsProgramFragment.cpp') diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp index 5367c534d01e..1a6e2c7fb51a 100644 --- a/libs/rs/rsProgramFragment.cpp +++ b/libs/rs/rsProgramFragment.cpp @@ -40,7 +40,7 @@ void ProgramFragment::setupGL() for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) { glActiveTexture(GL_TEXTURE0 + ct); if (!(mTextureEnableMask & (1 << ct)) || - !mSamplers[ct].get() || + //!mSamplers[ct].get() || !mTextures[ct].get()) { glDisable(GL_TEXTURE_2D); @@ -62,7 +62,14 @@ void ProgramFragment::setupGL() break; } - mSamplers[ct]->setupGL(); +// if (mSamplers[ct].get()) { + //mSamplers[ct]->setupGL(); +// } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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_REPEAT); + //} } glActiveTexture(GL_TEXTURE0); } -- cgit v1.2.3-59-g8ed1b