| 27 | } |
| 28 | |
| 29 | override fun setup(): State { |
| 30 | val s: TextureArray.State = State() |
| 31 | s.name = GL11.glGenTextures() |
| 32 | GL13.glActiveTexture(GL13.GL_TEXTURE0 + unit) |
| 33 | GL11.glBindTexture(GL_TEXTURE_2D_ARRAY, s.name) |
| 34 | |
| 35 | GL11.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR) |
| 36 | GL11.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR) |
| 37 | GL11.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE) |
| 38 | GL11.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE) |
| 39 | |
| 40 | GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1) |
| 41 | GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, w); |
| 42 | |
| 43 | ARBTextureStorage.glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL11.GL_RGBA8, w, h, d) |
| 44 | glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, w, h, d, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, source) |
| 45 | |
| 46 | return s |
| 47 | } |
| 48 | |
| 49 | override fun getPasses(): IntArray { |
| 50 | return intArrayOf(-1) |
nothing calls this directly
no test coverage detected