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    Searched refs:textureBinder (Results 1 - 4 of 4) sorted by null

  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/
RenderContext.java 22 /** Manages OpenGL state and tries to reduce state changes. Uses a {@link TextureBinder} to reduce texture binds as well. Call
24 * {@link #textureBinder} to bind textures.
28 public final TextureBinder textureBinder;
38 public RenderContext (TextureBinder textures) {
39 this.textureBinder = textures;
53 textureBinder.begin();
62 textureBinder.end();
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
MultipleRenderTargetTest.java 248 renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(DIFFUSE_ATTACHMENT)));
250 renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(NORMAL_ATTACHMENT)));
252 renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(POSITION_ATTACHMENT)));
253 mrtSceneShader.setUniformi("u_depthTexture", renderContext.textureBinder.bind(frameBuffer.getColorBufferTexture(DEPTH_ATTACHMENT)));
432 shaderProgram.setUniformi("u_diffuseTexture", context.textureBinder.bind(diffuseTexture.textureDescription.texture));
435 shaderProgram.setUniformi("u_normalTexture", context.textureBinder.bind(normalTexture.textureDescription.texture));
438 shaderProgram.setUniformi("u_specularTexture", context.textureBinder.bind(specTexture.textureDescription.texture));
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/
BaseShader.java 355 program.setUniformi(locations[uniform], context.textureBinder.bind(textureDesc));
361 program.setUniformi(locations[uniform], context.textureBinder.bind(texture));
DefaultShader.java 232 final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
253 final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
274 final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
295 final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
310 final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
325 final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes
382 shader.set(inputID, shader.context.textureBinder.bind(((CubemapAttribute)combinedAttributes
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