added a todo, regenerated xmobile backend

This commit is contained in:
Thomas Friedel 2019-07-10 11:34:32 +02:00
parent 9f92f2c5c4
commit 98a8334efc
3 changed files with 6 additions and 0 deletions

View file

@ -185,6 +185,7 @@ func NewGLContext() (*GLContext, error) {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, 0, gl.ALPHA, gl.UNSIGNED_BYTE, nil)
// todo should use gl.RED on OpenGL, gl.ALPHA on OpenGL ES
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

View file

@ -23,6 +23,10 @@ func (b *XMobileBackend) LoadImage(src image.Image) (backendbase.Image, error) {
var tex gl.Texture
tex = b.glctx.CreateTexture()
if tex == 0 {
return nil, errors.New("glGenTextures failed")
}
b.glctx.ActiveTexture(gl.TEXTURE0)
b.glctx.BindTexture(gl.TEXTURE_2D, tex)
if src == nil {

View file

@ -190,6 +190,7 @@ func NewGLContext(glctx gl.Context) (*GLContext, error) {
b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
b.glctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
b.glctx.TexImage2D(gl.TEXTURE_2D, 0, gl.ALPHA, alphaTexSize, alphaTexSize, gl.ALPHA, gl.UNSIGNED_BYTE, nil)
// todo should use gl.RED on OpenGL, gl.ALPHA on OpenGL ES
b.glctx.Enable(gl.BLEND)
b.glctx.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)