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@mikemorris
Created December 11, 2014 21:40
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GL calls with test fixture names
This file has been truncated, but you can view the full file.
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 (0 ms)
[ RUN ] ClipIDs.DuplicateIDs
[ OK ] ClipIDs.DuplicateIDs (0 ms)
[----------] 8 tests from ClipIDs (0 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. (0 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 (244 ms)
[ RUN ] Headless/HeadlessTest.render/1
- ["INFO", "General", "test fixture background-color"]
- ["DEBUG", "General", "painter setup: 60.211629000000002ms"]
- ["DEBUG", "General", "painter setup: 45.844912999999998ms"]
- ["DEBUG", "General", "painter setup: 44.036498999999999ms"]
- ["DEBUG", "General", "painter setup: 43.060890999999998ms"]
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 16:35:39] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:39] "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)
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 16:35:39] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:39] "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 16:35:39] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:39] "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)
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 (239 ms)
[ RUN ] Headless/HeadlessTest.render/2
- ["INFO", "General", "test fixture background-image"]
- ["DEBUG", "General", "painter setup: 44.747293999999997ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 47.162818999999999ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 46.207383ms"]
- ["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 16:35:39] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:39] "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)
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 16:35:39] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:39] "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)
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)
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 (138 ms)
[ RUN ] Headless/HeadlessTest.render/3
- ["INFO", "General", "test fixture background-opacity"]
- ["DEBUG", "General", "painter setup: 46.631549999999997ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 43.580596999999997ms"]
- ["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 16:35:39] "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 (76 ms)
[ RUN ] Headless/HeadlessTest.render/4
- ["INFO", "General", "test fixture fill-antialias"]
- ["DEBUG", "General", "painter setup: 42.432630000000003ms"]
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 16:35:39] "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 16:35:39] "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 16:35:40] "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 16:35:40] "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 16:35:40] "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 16:35:40] "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 (455 ms)
[ RUN ] Headless/HeadlessTest.render/5
- ["INFO", "General", "test fixture fill-color"]
- ["DEBUG", "General", "painter setup: 43.088693999999997ms"]
- ["DEBUG", "General", "painter setup: 44.765647000000001ms"]
- ["DEBUG", "General", "painter setup: 43.316496000000001ms"]
- ["DEBUG", "General", "painter setup: 46.279964ms"]
- ["DEBUG", "General", "painter setup: 42.529595ms"]
- ["DEBUG", "General", "painter setup: 42.451272000000003ms"]
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 16:35:40] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:40] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:40] "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)
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)
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 16:35:40] "GET /tiles/0-0-0.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:40] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:40] "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)
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)
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)
[ OK ] Headless/HeadlessTest.render/5 (187 ms)
[ RUN ] Headless/HeadlessTest.render/6
- ["INFO", "General", "test fixture fill-image"]
- ["DEBUG", "General", "painter setup: 50.813395999999997ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 44.272083000000002ms"]
- ["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 16:35:40] "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 16:35:40] "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 16:35:40] "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 16:35:40] "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 (326 ms)
[ RUN ] Headless/HeadlessTest.render/7
- ["INFO", "General", "test fixture fill-opacity"]
- ["DEBUG", "General", "painter setup: 42.212839000000002ms"]
- ["DEBUG", "General", "painter setup: 47.624712000000002ms"]
- ["DEBUG", "General", "painter setup: 44.055396999999999ms"]
- ["DEBUG", "General", "painter setup: 55.911799999999999ms"]
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 16:35:40] "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 16:35:40] "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 16:35:41] "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 16:35:41] "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 16:35:41] "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 16:35:41] "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 (624 ms)
[ RUN ] Headless/HeadlessTest.render/8
- ["INFO", "General", "test fixture fill-outline-color"]
- ["DEBUG", "General", "painter setup: 45.485452000000002ms"]
- ["DEBUG", "General", "painter setup: 46.356878999999999ms"]
- ["DEBUG", "General", "painter setup: 67.323111999999995ms"]
- ["DEBUG", "General", "painter setup: 86.069019999999995ms"]
- ["DEBUG", "General", "painter setup: 76.981622999999999ms"]
- ["DEBUG", "General", "painter setup: 69.518742000000003ms"]
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 16:35:41] "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 16:35:41] "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 16:35:41] "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 16:35:41] "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 (484 ms)
[ RUN ] Headless/HeadlessTest.render/9
- ["INFO", "General", "test fixture fill-translate"]
- ["DEBUG", "General", "painter setup: 72.355998ms"]
- ["DEBUG", "General", "painter setup: 71.104040999999995ms"]
- ["DEBUG", "General", "painter setup: 95.813765000000004ms"]
- ["DEBUG", "General", "painter setup: 85.578186000000002ms"]
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 16:35:41] "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 16:35:42] "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 (229 ms)
[ RUN ] Headless/HeadlessTest.render/10
- ["INFO", "General", "test fixture fill-translate-anchor"]
- ["DEBUG", "General", "painter setup: 73.594110999999998ms"]
- ["DEBUG", "General", "painter setup: 74.822917000000004ms"]
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 16:35:42] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "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)
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 16:35:42] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "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)
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 16:35:42] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "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)
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 16:35:42] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "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)
[ OK ] Headless/HeadlessTest.render/10 (539 ms)
[ RUN ] Headless/HeadlessTest.render/11
- ["INFO", "General", "test fixture icon-color"]
- ["DEBUG", "General", "painter setup: 86.638001000000003ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 90.168374ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 91.122801999999993ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 78.460993999999999ms"]
- ["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 16:35:42] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "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 16:35:42] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:42] "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 16:35:43] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "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 16:35:43] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "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 (538 ms)
[ RUN ] Headless/HeadlessTest.render/12
- ["INFO", "General", "test fixture icon-halo-blur"]
- ["DEBUG", "General", "painter setup: 85.915875ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 81.975043999999997ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 75.606217000000001ms"]
- ["INFO", "Sprite", "loaded http://127.0.0.1:2900/sprites/sprite.png"]
- ["DEBUG", "General", "painter setup: 80.603333000000006ms"]
- ["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 16:35:43] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "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 16:35:43] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "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 16:35:43] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "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 16:35:43] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "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 16:35:43] "GET /sprites/sprite.png HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /tiles/14-8802-5374.vector.pbf HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "GET /sprites/sprite.json HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2014 16:35:43] "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")
glCreateProg
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