Lines Matching refs:GL_FLOAT
441 GLenum tex_type = GL_FLOAT; in CreateTexture2DRgb()
474 GLenum tex_type = GL_FLOAT; in CreateTexture2DRg()
507 GLenum tex_type = GL_FLOAT; in CreateTexture2DR()
614 …e3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, internal_format, size, size, 6 * slices, 0, format, GL_FLOAT, 0); in CreateTextureCubeArray()
619 …glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 0, 0, j, csize, csize, 1, format, GL_FLOAT, &pixels[… in CreateTextureCubeArray()
635 …exSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 22, 25, (6 * data_slice) + i, 2, 2, 1, format, GL_FLOAT, in CreateTextureCubeArray()
637 …exSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 16, 10, (6 * data_slice) + i, 1, 1, 1, format, GL_FLOAT, in CreateTextureCubeArray()
639 …TexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 11, 2, (6 * data_slice) + i, 1, 1, 1, format, GL_FLOAT, in CreateTextureCubeArray()
641 …exSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 24, 13, (6 * data_slice) + i, 1, 1, 1, format, GL_FLOAT, in CreateTextureCubeArray()
643 …TexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 9, 14, (6 * data_slice) + i, 1, 1, 1, format, GL_FLOAT, in CreateTextureCubeArray()
704 … glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, size, size, slices, 0, format, GL_FLOAT, 0); in CreateTexture2DArray()
709 glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, csize, csize, 1, format, GL_FLOAT, &pixels[0]); in CreateTexture2DArray()
720 glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 22, 25, data_slice, 2, 2, 1, format, GL_FLOAT, data); in CreateTexture2DArray()
721 glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 16, 10, data_slice, 1, 1, 1, format, GL_FLOAT, data + 0); in CreateTexture2DArray()
722 glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 11, 2, data_slice, 1, 1, 1, format, GL_FLOAT, data + 1); in CreateTexture2DArray()
723 glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 24, 13, data_slice, 1, 1, 1, format, GL_FLOAT, data + 2); in CreateTexture2DArray()
724 glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 9, 14, data_slice, 1, 1, 1, format, GL_FLOAT, data + 3); in CreateTexture2DArray()
791 glTexImage2D(faces[j], i, internal_format, size, size, 0, format, GL_FLOAT, 0); in CreateTextureCube()
797 glTexSubImage2D(faces[j], 0, 0, 0, csize, csize, format, GL_FLOAT, &pixels[0]); in CreateTextureCube()
813 glTexSubImage2D(faces[j], 0, 22, 25, 2, 2, format, GL_FLOAT, packedData); in CreateTextureCube()
814 glTexSubImage2D(faces[j], 0, 16, 10, 1, 1, format, GL_FLOAT, data + 0); in CreateTextureCube()
815 glTexSubImage2D(faces[j], 0, 11, 2, 1, 1, format, GL_FLOAT, data + 1); in CreateTextureCube()
816 glTexSubImage2D(faces[j], 0, 24, 13, 1, 1, format, GL_FLOAT, data + 2); in CreateTextureCube()
817 glTexSubImage2D(faces[j], 0, 9, 14, 1, 1, format, GL_FLOAT, data + 3); in CreateTextureCube()
839 glTexImage2D(target, i, internal_format, size, size, 0, format, GL_FLOAT, 0); in CreateTexture2D()
844 glTexImage2D(target, 0, internal_format, size, size, 0, format, GL_FLOAT, 0); in CreateTexture2D()
847 glTexSubImage2D(target, 0, 0, 0, csize, csize, format, GL_FLOAT, &pixels[0]); in CreateTexture2D()
857 glTexSubImage2D(target, base_level, 22, 25, 2, 2, format, GL_FLOAT, data); in CreateTexture2D()
858 glTexSubImage2D(target, base_level, 16, 10, 1, 1, format, GL_FLOAT, data + 0); in CreateTexture2D()
859 glTexSubImage2D(target, base_level, 11, 2, 1, 1, format, GL_FLOAT, data + 1); in CreateTexture2D()
860 glTexSubImage2D(target, base_level, 24, 13, 1, 1, format, GL_FLOAT, data + 2); in CreateTexture2D()
861 glTexSubImage2D(target, base_level, 9, 14, 1, 1, format, GL_FLOAT, data + 3); in CreateTexture2D()
973 glReadPixels(0, 0, 1, 1, GL_RGBA, GL_FLOAT, &data); in Verify()
1034 glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0); in Run()
3027 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, 0); in Init()
3041 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, 0); in Init()
3110 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 100, 100, 0, GL_RGBA, GL_FLOAT, &data[0]); in Run()
3124 glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, 0); in Run()
3133 glReadPixels(0, 0, 100, 100, GL_RGBA, GL_FLOAT, &read[0]); in Run()
3279 glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0); in Run()
3297 glReadPixels(0, 0, 1, 1, GL_RGBA, GL_FLOAT, &data); in Run()
3434 glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0); in Run()
3454 glReadPixels(0, 0, 1, 1, GL_RGBA, GL_FLOAT, &data); in Run()