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Last active August 29, 2015 14:11
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GL Calls
ulimit -c: unlimited
cat: /proc/sys/kernel/core_pattern: No such file or directory
/proc/sys/kernel/core_pattern:
[==========] Running 8 tests from 1 test case.
[----------] Global test environment set-up.
[----------] 8 tests from ClipIDs
[ RUN ] ClipIDs.ParentAndFourChildren
[ OK ] ClipIDs.ParentAndFourChildren (0 ms)
[ RUN ] ClipIDs.ParentAndFourChildrenNegative
[ OK ] ClipIDs.ParentAndFourChildrenNegative (0 ms)
[ RUN ] ClipIDs.NegativeParentAndMissingLevel
[ OK ] ClipIDs.NegativeParentAndMissingLevel (0 ms)
[ RUN ] ClipIDs.SevenOnSameLevel
[ OK ] ClipIDs.SevenOnSameLevel (0 ms)
[ RUN ] ClipIDs.MultipleLevels
[ OK ] ClipIDs.MultipleLevels (0 ms)
[ RUN ] ClipIDs.Bug206
[ OK ] ClipIDs.Bug206 (0 ms)
[ RUN ] ClipIDs.MultipleSources
[ OK ] ClipIDs.MultipleSources (1 ms)
[ RUN ] ClipIDs.DuplicateIDs
[ OK ] ClipIDs.DuplicateIDs (0 ms)
[----------] 8 tests from ClipIDs (1 ms total)
[----------] Global test environment tear-down
[==========] 8 tests from 1 test case ran. (1 ms total)
[ PASSED ] 8 tests.
ulimit -c: unlimited
cat: /proc/sys/kernel/core_pattern: No such file or directory
/proc/sys/kernel/core_pattern:
[==========] Running 6 tests from 1 test case.
[----------] Global test environment set-up.
[----------] 6 tests from FilterComparison
[ RUN ] FilterComparison.EqualsString
[ OK ] FilterComparison.EqualsString (0 ms)
[ RUN ] FilterComparison.EqualsNumber
[ OK ] FilterComparison.EqualsNumber (0 ms)
[ RUN ] FilterComparison.EqualsType
[ OK ] FilterComparison.EqualsType (0 ms)
[ RUN ] FilterComparison.Any
[ OK ] FilterComparison.Any (0 ms)
[ RUN ] FilterComparison.All
[ OK ] FilterComparison.All (0 ms)
[ RUN ] FilterComparison.None
[ OK ] FilterComparison.None (0 ms)
[----------] 6 tests from FilterComparison (0 ms total)
[----------] Global test environment tear-down
[==========] 6 tests from 1 test case ran. (0 ms total)
[ PASSED ] 6 tests.
ulimit -c: unlimited
cat: /proc/sys/kernel/core_pattern: No such file or directory
/proc/sys/kernel/core_pattern:
[==========] Running 1 test from 1 test case.
[----------] Global test environment set-up.
[----------] 1 test from Enums
[ RUN ] Enums.StyleLayerType
[ OK ] Enums.StyleLayerType (0 ms)
[----------] 1 test from Enums (0 ms total)
[----------] Global test environment tear-down
[==========] 1 test from 1 test case ran. (1 ms total)
[ PASSED ] 1 test.
ulimit -c: unlimited
cat: /proc/sys/kernel/core_pattern: No such file or directory
/proc/sys/kernel/core_pattern:
[==========] Running 2 tests from 1 test case.
[----------] Global test environment set-up.
[----------] 2 tests from Function
[ RUN ] Function.Constant
[ OK ] Function.Constant (0 ms)
[ RUN ] Function.Stops
[ OK ] Function.Stops (0 ms)
[----------] 2 tests from Function (0 ms total)
[----------] Global test environment tear-down
[==========] 2 tests from 1 test case ran. (0 ms total)
[ PASSED ] 2 tests.
ulimit -c: unlimited
cat: /proc/sys/kernel/core_pattern: No such file or directory
/proc/sys/kernel/core_pattern:
[==========] Running 65 tests from 1 test case.
[----------] Global test environment set-up.
[----------] 65 tests from Headless/HeadlessTest
[ RUN ] Headless/HeadlessTest.render/0
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/0 (266 ms)
[ RUN ] Headless/HeadlessTest.render/1
- ["DEBUG", "General", "painter setup: 63.614581000000001ms"]
- ["DEBUG", "General", "painter setup: 54.118774000000002ms"]
- ["DEBUG", "General", "painter setup: 54.835137000000003ms"]
- ["DEBUG", "General", "painter setup: 53.603146000000002ms"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.png HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniformMatrix3fv(location, 1, GL_FALSE, t.data())
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.json HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniformMatrix3fv(location, 1, GL_FALSE, t.data())
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.png HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniformMatrix3fv(location, 1, GL_FALSE, t.data())
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/1 (259 ms)
[ RUN ] Headless/HeadlessTest.render/2
- ["DEBUG", "General", "painter setup: 55.726185999999998ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 53.745733999999999ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 53.698321ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.json HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /sprites/sprite.png HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniformMatrix3fv(location, 1, GL_FALSE, t.data())
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/2 (159 ms)
[ RUN ] Headless/HeadlessTest.render/3
- ["DEBUG", "General", "painter setup: 54.296357ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 54.038623999999999ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/3 (88 ms)
[ RUN ] Headless/HeadlessTest.render/4
- ["DEBUG", "General", "painter setup: 56.616618000000003ms"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:49] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/4 (554 ms)
[ RUN ] Headless/HeadlessTest.render/5
- ["DEBUG", "General", "painter setup: 55.757402999999996ms"]
- ["DEBUG", "General", "painter setup: 55.827674000000002ms"]
- ["DEBUG", "General", "painter setup: 55.143853999999997ms"]
- ["DEBUG", "General", "painter setup: 55.678294000000001ms"]
- ["DEBUG", "General", "painter setup: 64.969663999999995ms"]
- ["DEBUG", "General", "painter setup: 52.843817999999999ms"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniformMatrix3fv(location, 1, GL_FALSE, t.data())
glActiveTexture(GL_TEXTURE0)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1i(location, t)
glUniformMatrix3fv(location, 1, GL_FALSE, t.data())
glActiveTexture(GL_TEXTURE0)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/5 (215 ms)
[ RUN ] Headless/HeadlessTest.render/6
- ["DEBUG", "General", "painter setup: 53.527137000000003ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 55.789400000000001ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/6 (355 ms)
[ RUN ] Headless/HeadlessTest.render/7
- ["DEBUG", "General", "painter setup: 53.921635999999999ms"]
- ["DEBUG", "General", "painter setup: 54.096722999999997ms"]
- ["DEBUG", "General", "painter setup: 56.386121000000003ms"]
- ["DEBUG", "General", "painter setup: 56.796159000000003ms"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:50] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/7 (529 ms)
[ RUN ] Headless/HeadlessTest.render/8
- ["DEBUG", "General", "painter setup: 55.953778ms"]
- ["DEBUG", "General", "painter setup: 56.226905000000002ms"]
- ["DEBUG", "General", "painter setup: 56.22139ms"]
- ["DEBUG", "General", "painter setup: 54.872864999999997ms"]
- ["DEBUG", "General", "painter setup: 53.372079999999997ms"]
- ["DEBUG", "General", "painter setup: 55.662728999999999ms"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/8 (350 ms)
[ RUN ] Headless/HeadlessTest.render/9
- ["DEBUG", "General", "painter setup: 53.352836000000003ms"]
- ["DEBUG", "General", "painter setup: 54.805681ms"]
- ["DEBUG", "General", "painter setup: 54.428142000000001ms"]
- ["DEBUG", "General", "painter setup: 56.355623000000001ms"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glStencilFunc(GL_EQUAL, ref, mask)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glLineWidth(line_width)
glUniform4fv(location, 1, t.data())
glUniform2fv(location, 1, t.data())
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glBindBuffer(bufferType, buffer)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/9 (173 ms)
[ RUN ] Headless/HeadlessTest.render/10
- ["DEBUG", "General", "painter setup: 54.458365000000001ms"]
- ["DEBUG", "General", "painter setup: 54.784610999999998ms"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /sprites/sprite.png HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /sprites/sprite.json HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:51] "GET /sprites/sprite.json HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/10 (382 ms)
[ RUN ] Headless/HeadlessTest.render/11
- ["DEBUG", "General", "painter setup: 54.981419000000002ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 56.220720999999998ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 55.083016000000001ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 52.717317999999999ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
[ OK ] Headless/HeadlessTest.render/11 (429 ms)
[ RUN ] Headless/HeadlessTest.render/12
- ["DEBUG", "General", "painter setup: 54.924512999999997ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 55.963593000000003ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 55.979259999999996ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 66.739735999999994ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /glyphs/Open%20Sans%20Semibold%2c%20Arial%20Unicode%20MS%20Bold/0-255.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data.get())
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, stride, offset + 14)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /glyphs/Open%20Sans%20Semibold%2c%20Arial%20Unicode%20MS%20Bold/0-255.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data.get())
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, stride, offset + 14)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /glyphs/Open%20Sans%20Semibold%2c%20Arial%20Unicode%20MS%20Bold/0-255.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data.get())
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, stride, offset + 14)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:52] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:53] "GET /glyphs/Open%20Sans%20Semibold%2c%20Arial%20Unicode%20MS%20Bold/0-255.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data.get())
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, stride, offset + 14)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_offset")
glGetAttribLocation(program, "a_tex")
glGetAttribLocation(program, "a_angle")
glGetAttribLocation(program, "a_minzoom")
glGetAttribLocation(program, "a_maxzoom")
glGetAttribLocation(program, "a_rangeend")
glGetAttribLocation(program, "a_rangestart")
glGetAttribLocation(program, "a_labelminzoom")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
glClearDepth(1.0f)
glClearStencil(0x0)
glEnable(GL_STENCIL_TEST)
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
127.0.0.1 - - [11/Dec/2014 15:45:53] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:53] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:53] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 15:45:53] "GET /glyphs/Open%20Sans%20Semibold%2c%20Arial%20Unicode%20MS%20Bold/0-255.pbf HTTP/1.1" 200 -
glStencilMask(0xFF)
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glViewport(0, 0, gl_viewport[0], gl_viewport[1])
glUseProgram(program)
glDisable(GL_DEPTH_TEST)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glColorMask(false, false, false, false)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glStencilFunc(GL_ALWAYS, ref, mask)
glStencilMask(mask)
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index())
glEnable(GL_DEPTH_TEST)
glColorMask(true, true, true, true)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilMask(0x0)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform4fv(location, 1, t.data())
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)
glDisable(GL_STENCIL_TEST)
glDepthRange(near, far)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glEnable(GL_STENCIL_TEST)
glEnable(GL_BLEND)
glDepthMask(value ? GL_TRUE : GL_FALSE)
glStencilFunc(GL_EQUAL, ref, mask)
glDisable(GL_STENCIL_TEST)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val)
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_SHORT, false, stride, offset + 16)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glUniform4fv(location, 1, t.data())
glUniform1f(location, t)
glDepthRange(near, far)
gl::BindVertexArray(vao)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glGenTextures(1, &texture)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data.get())
glUseProgram(program)
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniformMatrix4fv(location, 1, GL_FALSE, t.data())
glUniform2fv(location, 1, t.data())
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
glUniform1f(location, t)
gl::GenVertexArrays(1, &vao)
gl::BindVertexArray(vao)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glGenBuffers(1, &buffer)
glBindBuffer(bufferType, buffer)
glBufferData(bufferType, pos, array, GL_STATIC_DRAW)
glEnableVertexAttribArray(a_pos)
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)
glEnableVertexAttribArray(a_offset)
glVertexAttribPointer(a_offset, 2, GL_SHORT, false, stride, offset + 4)
glEnableVertexAttribArray(a_labelminzoom)
glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 8)
glEnableVertexAttribArray(a_minzoom)
glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 9)
glEnableVertexAttribArray(a_maxzoom)
glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, stride, offset + 10)
glEnableVertexAttribArray(a_angle)
glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, stride, offset + 11)
glEnableVertexAttribArray(a_rangeend)
glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, stride, offset + 12)
glEnableVertexAttribArray(a_rangestart)
glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, stride, offset + 13)
glEnableVertexAttribArray(a_tex)
glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, stride, offset + 14)
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index)
glEnable(GL_STENCIL_TEST)
glFlush()
glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get())
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
gl::DeleteVertexArrays(1, &vao)
glDeleteBuffers(1, &buffer)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteProgram(program)
glDeleteTextures(1, &texture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, &fbo)
glDeleteTextures(1, &fboColor)
glDeleteRenderbuffersEXT(1, &fboDepthStencil)
reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboDepthStencil)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenRenderbuffersEXT(1, &fboColor)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboColor)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0)
glGenFramebuffersEXT(1, &fbo)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, fboColor)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, fboDepthStencil)
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glGetAttribLocation(program, "a_extrude")
glGetAttribLocation(program, "a_linesofar")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetUniformLocation(shader.program, name)
glGetAttribLocation(program, "a_pos")
glCreateProgram()
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glCreateShader(type)
glShaderSource(*shader, 1, strings, lengths)
glCompileShader(*shader)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)
glAttachShader(program, vertShader)
glAttachShader(program, fragShader)
glLinkProgram(program)
glGetProgramiv(program, GL_LINK_STATUS, &status)
glValidateProgram(program)
glGetProgramiv(program, GL_VALIDATE_STATUS, &status)
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
glDetachShader(program, fragS
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