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GL Calls
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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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