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1: 2014-06-21 (Sat) 21:17:55 iseki source
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 +** OpenSim ジオラマ 開発用 [#w8cfb9a8]
 +
 +
 +    //
 +    // detail texture 1
 +    //
 +// S32 detail1 = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_DETAIL1);
 +// gGL.getTexUnit(detail1)->bind(detail_tex​ture1p);
 +
 +    /// ALPHA TEXTURE COORDS 0:
 + // gGL.getTexUnit(1)->activate();
 + // gGL.matrixMode(LLRender::MM_TEXTURE);
 + // gGL.loadIdentity();
 + // gGL.matrixMode(LLRender::MM_MODELVIEW);
 +
 +    // detail texture 2
 +    //
 + // S32 detail2 = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_DETAIL2);
 + // gGL.getTexUnit(detail2)->bind(detail_tex​ture2p);
 +
 + // gGL.getTexUnit(2)->activate();
 +
 +    /// ALPHA TEXTURE COORDS 1:
 + // gGL.matrixMode(LLRender::MM_TEXTURE);
 + // gGL.loadIdentity();
 + // gGL.translatef(-2.f, 0.f, 0.f);
 + // gGL.matrixMode(LLRender::MM_MODELVIEW);
 +
 +  //
 +    // detail texture 3
 +    //
 + // S32 detail3 = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_DETAIL3);
 + // gGL.getTexUnit(detail3)->bind(detail_tex​ture3p);
 +
 +    /// ALPHA TEXTURE COORDS 2:
 + // gGL.getTexUnit(3)->activate();
 + // gGL.matrixMode(LLRender::MM_TEXTURE);
 + // gGL.loadIdentity();
 + // gGL.translatef(-1.f, 0.f, 0.f);
 + // gGL.matrixMode(LLRender::MM_MODELVIEW);
 +
 +  //
 +    // Alpha Ramp
 +    //
 +    //S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr​::TERRAIN_ALPHARAMP);
 +    //gGL.getTexUnit(alpha_ramp)->bind(m​2DAlphaRampImagep);
 +
 +    // GL_BLEND disabled by default
 +    drawLoop();
 +
 +    // Disable multitexture
 + // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_ALPHARAMP);
 +    sShader->disableTexture(LLViewerShad​erMgr::TERRAIN_DETAIL0);
 + // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_DETAIL1);
 + // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_DETAIL2);
 + // sShader->disableTexture(LLViewerShaderMg​r::TERRAIN_DETAIL3);
 +
 + / gGL.getTexUnit(alpha_ramp)->unbind(LLTex​Unit::TT_TEXTURE);
 + // gGL.getTexUnit(4)->disable();
 + // gGL.getTexUnit(4)->activate();
 +
 + // gGL.getTexUnit(detail3)->unbind(LLTexUni​t::TT_TEXTURE);
 + // gGL.getTexUnit(3)->disable();
 + // gGL.getTexUnit(3)->activate();
 +
 + // gGL.matrixMode(LLRender::MM_TEXTURE);
 + // gGL.loadIdentity();
 + // gGL.matrixMode(LLRender::MM_MODELVIEW);
 +
 + // gGL.getTexUnit(detail2)->unbind(LLTexUni​t::TT_TEXTURE);
 + // gGL.getTexUnit(2)->disable();
 + // gGL.getTexUnit(2)->activate();
 +
 + // gGL.matrixMode(LLRender::MM_TEXTURE);
 + // gGL.loadIdentity();
 + // gGL.matrixMode(LLRender::MM_MODELVIEW);
 +
 + // gGL.getTexUnit(detail1)->unbind(LLTexUni​t::TT_TEXTURE);
 + // gGL.getTexUnit(1)->disable();
 + // gGL.getTexUnit(1)->activate();
 +
 + // gGL.matrixMode(LLRender::MM_TEXTURE);
 + // gGL.loadIdentity();
 + // gGL.matrixMode(LLRender::MM_MODELVIEW);
 +
 +    //----------------------------------​----------------------------------------​--
 +    // Restore Texture Unit 0 defaults
 +
 +    gGL.getTexUnit(detail0)->unbind(LLTe​xUnit::TT_TEXTURE);
 +    gGL.getTexUnit(0)->enable(LLTexUnit:​:TT_TEXTURE);
 +    gGL.getTexUnit(0)->activate();
 +    gGL.matrixMode(LLRender::MM_TEXTURE)​;
 +    gGL.loadIdentity();
 +    gGL.matrixMode(LLRender::MM_MODELVIE​W);
 + }


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