Java Code Examples for javax.media.opengl.GL#isExtensionAvailable()
The following examples show how to use
javax.media.opengl.GL#isExtensionAvailable() .
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Example 1
Source File: Env.java From openvisualtraceroute with GNU Lesser General Public License v3.0 | 5 votes |
/** * Check current graphic card/drivers OpenGL capabilities to see if they match those required by WorldWind to work * @return true if we are good, false otherwise */ public boolean isOpenGLAvailable() { if (_openGlAvailable == null) { synchronized (this) { if (_openGlAvailable == null) { try { // create an offscreen context with the current graphic device final GLProfile glProfile = GLProfile.getDefault(GLProfile.getDefaultDevice()); final GLCapabilities caps = new GLCapabilities(glProfile); caps.setOnscreen(false); caps.setPBuffer(false); final GLDrawable offscreenDrawable = GLDrawableFactory.getFactory(glProfile).createOffscreenDrawable(null, caps, new DefaultGLCapabilitiesChooser(), 1, 1); offscreenDrawable.setRealized(true); final GLContext context = offscreenDrawable.createContext(null); final int additionalCtxCreationFlags = 0; context.setContextCreationFlags(additionalCtxCreationFlags); context.makeCurrent(); final GL gl = context.getGL(); // WWJ will need those to render the globe _openGlAvailable = gl.isExtensionAvailable(GLExtensions.EXT_texture_compression_s3tc) || gl.isExtensionAvailable(GLExtensions.NV_texture_compression_vtc); } catch (final Throwable e) { _openGlAvailable = false; } } } } return _openGlAvailable; }
Example 2
Source File: BloomOpenGL.java From filthy-rich-clients with BSD 3-Clause "New" or "Revised" License | 5 votes |
public void init(GLAutoDrawable glAutoDrawable) { GL gl = glAutoDrawable.getGL(); if (texture == null) { texture = TextureIO.newTexture(image, false); } // create the blur shader blurShader = createFragmentProgram(gl, new String[] { blurShaderSource }); gl.glUseProgramObjectARB(blurShader); int loc = gl.glGetUniformLocationARB(blurShader, "baseImage"); gl.glUniform1iARB(loc, 0); gl.glUseProgramObjectARB(0); // create the bright-pass shader brightPassShader = createFragmentProgram(gl, new String[] { brightPassShaderSource }); gl.glUseProgramObjectARB(brightPassShader); loc = gl.glGetUniformLocationARB(brightPassShader, "baseImage"); gl.glUniform1iARB(loc, 0); gl.glUseProgramObjectARB(0); // create the FBOs if (gl.isExtensionAvailable("GL_EXT_framebuffer_object")) { int[] fboId = new int[1]; int[] texId = new int[1]; createFrameBufferObject(gl, fboId, texId, image.getWidth(), image.getHeight()); frameBufferObject1 = fboId[0]; frameBufferTexture1 = texId[0]; createFrameBufferObject(gl, fboId, texId, image.getWidth(), image.getHeight()); frameBufferObject2 = fboId[0]; frameBufferTexture2 = texId[0]; } }