本文整理了Java中com.jme3.texture.FrameBuffer.setDepthTexture()
方法的一些代码示例,展示了FrameBuffer.setDepthTexture()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。FrameBuffer.setDepthTexture()
方法的具体详情如下:
包路径:com.jme3.texture.FrameBuffer
类名称:FrameBuffer
方法名:setDepthTexture
[英]Set the depth texture to use for this framebuffer.
[中]设置用于此帧缓冲区的深度纹理。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
* @param numSamples
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
Collection<Caps> caps = renderer.getCaps();
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
renderFrameBuffer = new FrameBuffer(width, height, numSamples);
renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
} else {
renderFrameBuffer = new FrameBuffer(width, height, 1);
renderedTexture = new Texture2D(width, height, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
}
renderFrameBuffer.setColorTexture(renderedTexture);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* init the given filter
* @param filter
* @param vp
*/
private void initFilter(Filter filter, ViewPort vp) {
filter.setProcessor(this);
if (filter.isRequiresDepthTexture()) {
if (!computeDepth && renderFrameBuffer != null) {
depthTexture = new Texture2D(width, height, depthFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
computeDepth = true;
filter.init(assetManager, renderManager, vp, width, height);
filter.setDepthTexture(depthTexture);
} else {
filter.init(assetManager, renderManager, vp, width, height);
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
Texture2D msColor = new Texture2D(width, height, numSamples, fbFormat);
Texture2D msDepth = new Texture2D(width, height, numSamples, depthFormat);
renderFrameBufferMS.setDepthTexture(msDepth);
renderFrameBufferMS.setColorTexture(msColor);
filterTexture = msColor;
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Creates a BasicShadowRenderer
* @param manager the asset manager
* @param size the size of the shadow map (the map is square)
*/
public BasicShadowRenderer(AssetManager manager, int size) {
shadowFB = new FrameBuffer(size, size, 1);
shadowMap = new Texture2D(size, size, Format.Depth);
shadowFB.setDepthTexture(shadowMap);
shadowCam = new Camera(size, size);
//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
dummyTex = new Texture2D(size, size, Format.RGBA8);
shadowFB.setColorTexture(dummyTex);
shadowMapSize = (float)size;
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/BasicPostShadow.j3md");
postshadowMat.setTexture("ShadowMap", shadowMap);
dispPic.setTexture(manager, shadowMap, false);
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
shadowMaps[i] = new Texture2D(size, size, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
fb.setDepthTexture(depthTex);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
refractionBuffer.setDepthTexture(depthTexture);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
fb.setDepthTexture(depthData);
fb.addColorTexture(diffuseData);
fb.addColorTexture(normalData);
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
* @param numSamples
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
Collection<Caps> caps = renderer.getCaps();
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
renderFrameBuffer = new FrameBuffer(width, height, numSamples);
renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
} else {
renderFrameBuffer = new FrameBuffer(width, height, 1);
renderedTexture = new Texture2D(width, height, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
}
renderFrameBuffer.setColorTexture(renderedTexture);
}
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
* @param numSamples
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
Collection<Caps> caps = renderer.getCaps();
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
renderFrameBuffer = new FrameBuffer(width, height, numSamples);
renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
} else {
renderFrameBuffer = new FrameBuffer(width, height, 1);
renderedTexture = new Texture2D(width, height, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
}
renderFrameBuffer.setColorTexture(renderedTexture);
}
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* init the given filter
* @param filter
* @param vp
*/
private void initFilter(Filter filter, ViewPort vp) {
filter.setProcessor(this);
if (filter.isRequiresDepthTexture()) {
if (!computeDepth && renderFrameBuffer != null) {
depthTexture = new Texture2D(width, height, Format.Depth24);
renderFrameBuffer.setDepthTexture(depthTexture);
}
computeDepth = true;
filter.init(assetManager, renderManager, vp, width, height);
filter.setDepthTexture(depthTexture);
} else {
filter.init(assetManager, renderManager, vp, width, height);
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* init the given filter
* @param filter
* @param vp
*/
private void initFilter(Filter filter, ViewPort vp) {
filter.setProcessor(this);
if (filter.isRequiresDepthTexture()) {
if (!computeDepth && renderFrameBuffer != null) {
depthTexture = new Texture2D(width, height, depthFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
computeDepth = true;
filter.init(assetManager, renderManager, vp, width, height);
filter.setDepthTexture(depthTexture);
} else {
filter.init(assetManager, renderManager, vp, width, height);
}
}
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* Creates a BasicShadowRenderer
* @param manager the asset manager
* @param size the size of the shadow map (the map is square)
*/
public BasicShadowRenderer(AssetManager manager, int size) {
shadowFB = new FrameBuffer(size, size, 1);
shadowMap = new Texture2D(size, size, Format.Depth);
shadowFB.setDepthTexture(shadowMap);
shadowCam = new Camera(size, size);
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
postshadowMat.setTexture("ShadowMap", shadowMap);
dispPic.setTexture(manager, shadowMap, false);
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* Creates a BasicShadowRenderer
* @param manager the asset manager
* @param size the size of the shadow map (the map is square)
*/
public BasicShadowRenderer(AssetManager manager, int size) {
shadowFB = new FrameBuffer(size, size, 1);
shadowMap = new Texture2D(size, size, Format.Depth);
shadowFB.setDepthTexture(shadowMap);
shadowCam = new Camera(size, size);
//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
dummyTex = new Texture2D(size, size, Format.RGBA8);
shadowFB.setColorTexture(dummyTex);
shadowMapSize = (float)size;
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/BasicPostShadow.j3md");
postshadowMat.setTexture("ShadowMap", shadowMap);
dispPic.setTexture(manager, shadowMap, false);
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);
代码示例来源:origin: org.jmonkeyengine/jme3-effects
refractionBuffer.setDepthTexture(depthTexture);
代码示例来源:origin: info.projectkyoto/mms-engine
refractionBuffer.setDepthTexture(depthTexture);
代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-effects
refractionBuffer.setDepthTexture(depthTexture);
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