//#define TRACK_RESOURCES using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using BmpPixelFormat = System.Drawing.Imaging.PixelFormat; using GlPixelFormat = OpenTK.Graphics.OpenGL.PixelFormat; namespace ClassicalSharp.GraphicsAPI { public class OpenGLApi : IGraphicsApi { int textureDimensions; bool nonPow2; const string nonPow2Ext = "GL_ARB_texture_non_power_of_two"; const string vboExt = "GL_ARB_vertex_buffer_object"; bool useVbos = true; BeginMode[] modeMappings = new BeginMode[] { BeginMode.Triangles, BeginMode.Lines, BeginMode.Points, BeginMode.TriangleStrip, BeginMode.LineStrip, BeginMode.TriangleFan }; public OpenGLApi() { GL.GetInteger( GetPName.MaxTextureSize, out textureDimensions ); string extensions = GL.GetString( StringName.Extensions ); nonPow2 = extensions.Contains( nonPow2Ext ); useVbos = extensions.Contains( vboExt ); if( useVbos ) { SetupVb(); } else { Utils.LogWarning( "Unable to use OpenGL VBOs, you may experience reduced performance." ); } } public override int MaxTextureDimensions { get { return textureDimensions; } } public override bool SupportsNonPowerOf2Textures { get { return nonPow2; } } public override bool AlphaTest { set { ToggleCap( EnableCap.AlphaTest, value ); } } public override bool AlphaBlending { set { ToggleCap( EnableCap.Blend, value ); } } AlphaFunction[] alphaFuncs = new AlphaFunction[] { AlphaFunction.Always, AlphaFunction.Notequal, AlphaFunction.Never, AlphaFunction.Less, AlphaFunction.Lequal, AlphaFunction.Equal, AlphaFunction.Gequal, AlphaFunction.Greater, }; public override void AlphaTestFunc( AlphaFunc func, float value ) { GL.AlphaFunc( alphaFuncs[(int)func], value ); } BlendEquationMode[] blendEqs = new BlendEquationMode[] { BlendEquationMode.FuncAdd, BlendEquationMode.Max, BlendEquationMode.Min, BlendEquationMode.FuncSubtract, BlendEquationMode.FuncReverseSubtract, }; public override void AlphaBlendEq( BlendEquation eq ) { GL.BlendEquation( blendEqs[(int)eq] ); } BlendingFactorSrc[] srcBlendFuncs = new BlendingFactorSrc[] { BlendingFactorSrc.Zero, BlendingFactorSrc.One, BlendingFactorSrc.SrcAlpha, BlendingFactorSrc.OneMinusSrcAlpha, BlendingFactorSrc.DstAlpha, BlendingFactorSrc.OneMinusDstAlpha, }; BlendingFactorDest[] destBlendFuncs = new BlendingFactorDest[] { BlendingFactorDest.Zero, BlendingFactorDest.One, BlendingFactorDest.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha, BlendingFactorDest.DstAlpha, BlendingFactorDest.OneMinusDstAlpha, }; public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc destFunc ) { GL.BlendFunc( srcBlendFuncs[(int)srcFunc], destBlendFuncs[(int)destFunc] ); } public override bool Fog { set { ToggleCap( EnableCap.Fog, value ); } } public unsafe override void SetFogColour( FastColour col ) { Vector4 colRGBA = new Vector4( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f ); GL.Fog( FogParameter.FogColor, &colRGBA.X ); } public override void SetFogDensity( float value ) { GL.Fog( FogParameter.FogDensity, value ); } public override void SetFogEnd( float value ) { GL.Fog( FogParameter.FogEnd, value ); } FogMode[] fogModes = new FogMode[] { FogMode.Linear, FogMode.Exp, FogMode.Exp2 }; public override void SetFogMode( Fog mode ) { GL.Fog( FogParameter.FogMode, (int)fogModes[(int)mode] ); } public override void SetFogStart( float value ) { GL.Fog( FogParameter.FogStart, value ); } public override bool FaceCulling { set { ToggleCap( EnableCap.CullFace, value ); } } #if TRACK_RESOURCES Dictionary textures = new Dictionary(); #endif public override int LoadTexture( Bitmap bmp ) { using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) { return LoadTexture( fastBmp ); } } public override int LoadTexture( FastBitmap bmp ) { int texId = GL.GenTexture(); GL.Enable( EnableCap.Texture2D ); GL.BindTexture( TextureTarget.Texture2D, texId ); GL.TexParameter( TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest ); GL.TexParameter( TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest ); if( !bmp.IsLocked ) { bmp.LockBits(); } GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmp.Width, bmp.Height, 0, GlPixelFormat.Bgra, PixelType.UnsignedByte, bmp.Scan0 ); bmp.UnlockBits(); GL.Disable( EnableCap.Texture2D ); #if TRACK_RESOURCES textures.Add( texId, Environment.StackTrace ); #endif return texId; } public override void Bind2DTexture( int texture ) { GL.BindTexture( TextureTarget.Texture2D, texture ); } public override void DeleteTexture( int texId ) { if( texId <= 0 ) return; #if TRACK_RESOURCES textures.Remove( texId ); #endif GL.DeleteTexture( texId ); } public override bool Texturing { set { ToggleCap( EnableCap.Texture2D, value ); } } public override void Clear() { GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit ); } FastColour lastClearCol; public override void ClearColour( FastColour col ) { if( col != lastClearCol ) { Color4 col4 = new Color4( col.R, col.G, col.B, col.A ); GL.ClearColor( col4 ); lastClearCol = col; } } public override void ColourMask( bool red, bool green, bool blue, bool alpha ) { GL.ColorMask( red, green, blue, alpha ); } DepthFunction[] depthFuncs = new DepthFunction[] { DepthFunction.Always, DepthFunction.Notequal, DepthFunction.Never, DepthFunction.Less, DepthFunction.Lequal, DepthFunction.Equal, DepthFunction.Gequal, DepthFunction.Greater, }; public override void DepthTestFunc( DepthFunc func ) { GL.DepthFunc( depthFuncs[(int)func] ); } public override bool DepthTest { set { ToggleCap( EnableCap.DepthTest, value ); } } public override bool DepthWrite { set { GL.DepthMask( value ); } } public override void DrawVertices( DrawMode mode, Vector3[] vertices, int count ) { //GL.DrawArrays( BeginMode.Triangles, 0, vertices.Length ); // We can't just use GL.DrawArrays since we'd have to pin the array to prevent it from being moved around in memory. // Feasible alternatives: // - Use a dynamically updated VBO, and resize it (i.e. create a new bigger VBO) if required. // - Immediate mode. GL.Begin( modeMappings[(int)mode] ); for( int i = 0; i < count; i++ ) { GL.Vertex3( vertices[i] ); } GL.End(); } public override void DrawVertices( DrawMode mode, VertexPos3fCol4b[] vertices, int count ) { GL.Begin( modeMappings[(int)mode] ); for( int i = 0; i < count; i++ ) { VertexPos3fCol4b vertex = vertices[i]; GL.Color4( vertex.R, vertex.G, vertex.B, vertex.A ); GL.Vertex3( vertex.X, vertex.Y, vertex.Z ); } GL.Color4( 1f, 1f, 1f, 1f ); GL.End(); } public override void DrawVertices( DrawMode mode, VertexPos3fTex2f[] vertices, int count ) { GL.Begin( modeMappings[(int)mode] ); for( int i = 0; i < count; i++ ) { VertexPos3fTex2f vertex = vertices[i]; GL.TexCoord2( vertex.U, vertex.V ); GL.Vertex3( vertex.X, vertex.Y, vertex.Z ); } GL.End(); } public override void DrawVertices( DrawMode mode, VertexPos3fTex2fCol4b[] vertices, int count ) { GL.Begin( modeMappings[(int)mode] ); for( int i = 0; i < count; i++ ) { VertexPos3fTex2fCol4b vertex = vertices[i]; GL.TexCoord2( vertex.U, vertex.V ); GL.Color4( vertex.R, vertex.G, vertex.B, vertex.A ); GL.Vertex3( vertex.X, vertex.Y, vertex.Z ); } GL.Color4( 1f, 1f, 1f, 1f ); GL.End(); } PolygonMode[] fillModes = new PolygonMode[] { PolygonMode.Point, PolygonMode.Line, PolygonMode.Fill }; public override void SetFillType( FillType type ) { GL.PolygonMode( MaterialFace.FrontAndBack, fillModes[(int)type] ); } public override bool AmbientLighting { set { if( value ) { GL.Enable( EnableCap.Lighting ); GL.Enable( EnableCap.ColorMaterial ); GL.ColorMaterial( MaterialFace.FrontAndBack, ColorMaterialParameter.Ambient ); } else { GL.Disable( EnableCap.Lighting ); GL.Disable( EnableCap.ColorMaterial ); } } } public override void SetAmbientColour( FastColour col ) { float[] colRGBA = { col.R / 255f, col.G / 255f, col.B / 255f, 1f }; GL.LightModel( LightModelParameter.LightModelAmbient, colRGBA ); } #region Vertex buffers #if TRACK_RESOURCES Dictionary vbs = new Dictionary(); #endif Action[] drawBatchFuncs; Action drawBatchFunc; void SetupVb() { drawBatchFuncs = new Action[4]; drawBatchFuncs[0] = (mode, id, count) => DrawVbPos3fFast( mode, id, count ); drawBatchFuncs[1] = (mode, id, count) => DrawVbPos3fTex2fFast( mode, id, count ); drawBatchFuncs[2] = (mode, id, count) => DrawVbPos3fCol4bFast( mode, id, count ); drawBatchFuncs[3] = (mode, id, count) => DrawVbPos3fTex2fCol4bFast( mode, id, count ); } public override int InitVb( T[] vertices, DrawMode mode, VertexFormat format, int count ) { if( !useVbos ) { return CreateDisplayList( vertices, mode, format, count ); } int id = 0; GL.Arb.GenBuffers( 1, out id ); int sizeInBytes = GetSizeInBytes( count, format ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.Arb.BufferData( BufferTargetArb.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsageArb.StaticDraw ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); #if TRACK_RESOURCES vbs.Add( id, Environment.StackTrace ); #endif return id; } unsafe int CreateDisplayList( T[] vertices, DrawMode mode, VertexFormat format, int count ) where T : struct { int id = GL.GenLists( 1 ); int stride = strideSizes[(int)format]; GL.NewList( id, ListMode.Compile ); GL.EnableClientState( ArrayCap.VertexArray ); GCHandle handle = GCHandle.Alloc( vertices, GCHandleType.Pinned ); IntPtr p = handle.AddrOfPinnedObject(); GL.VertexPointer( 3, VertexPointerType.Float, stride, (IntPtr)( 0 + (byte*)p ) ); if( format == VertexFormat.VertexPos3fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); GL.ColorPointer( 4, ColorPointerType.UnsignedByte, stride, (IntPtr)( 12 + (byte*)p ) ); } else if( format == VertexFormat.VertexPos3fTex2f ) { GL.EnableClientState( ArrayCap.TextureCoordArray ); GL.TexCoordPointer( 2, TexCoordPointerType.Float, stride, (IntPtr)( 12 + (byte*)p ) ); } else if( format == VertexFormat.VertexPos3fTex2fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); GL.EnableClientState( ArrayCap.TextureCoordArray ); GL.TexCoordPointer( 2, TexCoordPointerType.Float, stride, (IntPtr)( 12 + (byte*)p ) ); GL.ColorPointer( 4, ColorPointerType.UnsignedByte, stride, (IntPtr)( 20 + (byte*)p ) ); } GL.DrawArrays( modeMappings[(int)mode], 0, count ); handle.Free(); GL.DisableClientState( ArrayCap.VertexArray ); if( format == VertexFormat.VertexPos3fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); } else if( format == VertexFormat.VertexPos3fTex2f ) { GL.DisableClientState( ArrayCap.TextureCoordArray ); } else if( format == VertexFormat.VertexPos3fTex2fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); GL.DisableClientState( ArrayCap.TextureCoordArray ); } GL.Color3( 1f, 1f, 1f ); // NOTE: not sure why, but display lists seem to otherwise modify global colour.. GL.EndList(); #if TRACK_RESOURCES vbs.Add( id, Environment.StackTrace ); #endif return id; } public override void DeleteVb( int id ) { if( id <= 0 ) return; #if TRACK_RESOURCES vbs.Remove( id ); #endif if( !useVbos ) { GL.DeleteLists( id, 1 ); return; } GL.Arb.DeleteBuffers( 1, ref id ); } public override void DrawVbPos3f( DrawMode mode, int id, int verticesCount ) { if( !useVbos ) { GL.CallList( id ); return; } GL.EnableClientState( ArrayCap.VertexArray ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 12, new IntPtr( 0 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); GL.DisableClientState( ArrayCap.VertexArray ); } public override void DrawVbPos3fTex2f( DrawMode mode, int id, int verticesCount ) { if( !useVbos ) { GL.CallList( id ); return; } GL.EnableClientState( ArrayCap.VertexArray ); GL.EnableClientState( ArrayCap.TextureCoordArray ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 20, new IntPtr( 0 ) ); GL.TexCoordPointer( 2, TexCoordPointerType.Float, 20, new IntPtr( 12 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); GL.DisableClientState( ArrayCap.VertexArray ); GL.DisableClientState( ArrayCap.TextureCoordArray ); } public override void DrawVbPos3fCol4b( DrawMode mode, int id, int verticesCount ) { if( !useVbos ) { GL.CallList( id ); return; } GL.EnableClientState( ArrayCap.VertexArray ); GL.EnableClientState( ArrayCap.ColorArray ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 16, new IntPtr( 0 ) ); GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 16, new IntPtr( 12 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); GL.DisableClientState( ArrayCap.VertexArray ); GL.DisableClientState( ArrayCap.ColorArray ); } public override void DrawVbPos3fTex2fCol4b( DrawMode mode, int id, int verticesCount ) { if( !useVbos ) { GL.CallList( id ); return; } GL.EnableClientState( ArrayCap.VertexArray ); GL.EnableClientState( ArrayCap.TextureCoordArray ); GL.EnableClientState( ArrayCap.ColorArray ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 24, new IntPtr( 0 ) ); GL.TexCoordPointer( 2, TexCoordPointerType.Float, 24, new IntPtr( 12 ) ); GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 24, new IntPtr( 20 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); GL.DisableClientState( ArrayCap.VertexArray ); GL.DisableClientState( ArrayCap.TextureCoordArray ); GL.DisableClientState( ArrayCap.ColorArray ); } VertexFormat batchFormat; public override void BeginVbBatch( VertexFormat format ) { if( !useVbos ) { return; } batchFormat = format; GL.EnableClientState( ArrayCap.VertexArray ); if( batchFormat == VertexFormat.VertexPos3fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); } else if( batchFormat == VertexFormat.VertexPos3fTex2f ) { GL.EnableClientState( ArrayCap.TextureCoordArray ); } else if( batchFormat == VertexFormat.VertexPos3fTex2fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); GL.EnableClientState( ArrayCap.TextureCoordArray ); } drawBatchFunc = drawBatchFuncs[(int)batchFormat]; } public override void DrawVbBatch( DrawMode mode, int id, int verticesCount ) { if( !useVbos ) { GL.CallList( id ); return; } drawBatchFunc( mode, id, verticesCount ); } public override void EndVbBatch() { if( !useVbos ) { return; } GL.DisableClientState( ArrayCap.VertexArray ); if( batchFormat == VertexFormat.VertexPos3fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); } else if( batchFormat == VertexFormat.VertexPos3fTex2f ) { GL.DisableClientState( ArrayCap.TextureCoordArray ); } else if( batchFormat == VertexFormat.VertexPos3fTex2fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); GL.DisableClientState( ArrayCap.TextureCoordArray ); } } void DrawVbPos3fFast( DrawMode mode, int id, int verticesCount ) { GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 12, new IntPtr( 0 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); } void DrawVbPos3fTex2fFast( DrawMode mode, int id, int verticesCount ) { GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 20, new IntPtr( 0 ) ); GL.TexCoordPointer( 2, TexCoordPointerType.Float, 20, new IntPtr( 12 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); } void DrawVbPos3fCol4bFast( DrawMode mode, int id, int verticesCount ) { GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 16, new IntPtr( 0 ) ); GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 16, new IntPtr( 12 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); } void DrawVbPos3fTex2fCol4bFast( DrawMode mode, int id, int verticesCount ) { GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.VertexPointer( 3, VertexPointerType.Float, 24, new IntPtr( 0 ) ); GL.TexCoordPointer( 2, TexCoordPointerType.Float, 24, new IntPtr( 12 ) ); GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 24, new IntPtr( 20 ) ); GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount ); } #endregion #region Matrix manipulation MatrixMode lastMode = 0; MatrixMode[] matrixModes = new MatrixMode[] { MatrixMode.Projection, MatrixMode.Modelview, MatrixMode.Texture, }; public override void SetMatrixMode( MatrixType mode ) { MatrixMode glMode = matrixModes[(int)mode]; if( glMode != lastMode ) { GL.MatrixMode( glMode ); lastMode = glMode; } } public override void LoadMatrix( ref Matrix4 matrix ) { GL.LoadMatrix( ref matrix ); } public override void LoadIdentityMatrix() { GL.LoadIdentity(); } public override void PushMatrix() { GL.PushMatrix(); } public override void PopMatrix() { GL.PopMatrix(); } public override void MultiplyMatrix( ref Matrix4 matrix ) { GL.MultMatrix( ref matrix ); } public override void Translate( float x, float y, float z ) { GL.Translate( x, y, z ); } public override void RotateX( float degrees ) { GL.Rotate( degrees, 1f, 0f, 0f ); } public override void RotateY( float degrees ) { GL.Rotate( degrees, 0f, 1f, 0f ); } public override void RotateZ( float degrees ) { GL.Rotate( degrees, 0f, 0f, 1f ); } public override void Scale( float x, float y, float z ) { GL.Scale( x, y, z ); } #endregion #if TRACK_RESOURCES public override void CheckResources() { if( textures.Count > 0 ) { foreach( var pair in textures ) { Console.WriteLine( pair.Value ); Console.WriteLine( "for tex id " + pair.Key ); Console.WriteLine( "===========" ); } } if( vbs.Count > 0 ) { foreach( var pair in vbs ) { Console.WriteLine( pair.Value ); Console.WriteLine( "for vb id " + pair.Key ); Console.WriteLine( "===========" ); } } Console.WriteLine( "tex " + textures.Count + ", vb" + vbs.Count ); if( textures.Count > 0 || vbs.Count > 0 ) { System.Diagnostics.Debugger.Break(); } } #endif public override void PrintApiSpecificInfo() { Console.WriteLine( "OpenGL vendor: " + GL.GetString( StringName.Vendor ) ); Console.WriteLine( "OpenGL renderer: " + GL.GetString( StringName.Renderer ) ); Console.WriteLine( "OpenGL version: " + GL.GetString( StringName.Version ) ); int depthBits = 0; GL.GetInteger( GetPName.DepthBits, out depthBits ); Console.WriteLine( "Depth buffer bits: " + depthBits ); if( depthBits < 24 ) { Utils.LogWarning( "Depth buffer is less than 24 bits, you may see some issues " + "with disappearing and/or 'white' graphics." ); Utils.LogWarning( "If this bothers you, type \"/client rendertype legacy\" (without quotes) " + "after you have loaded the first map." ); } } // Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk public override void TakeScreenshot( string output, Size size ) { using( Bitmap bmp = new Bitmap( size.Width, size.Height, BmpPixelFormat.Format32bppRgb ) ) { // ignore alpha component using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) { GL.ReadPixels( 0, 0, size.Width, size.Height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 ); } bmp.RotateFlip( RotateFlipType.RotateNoneFlipY ); bmp.Save( output, ImageFormat.Png ); } } public override void OnWindowResize( int newWidth, int newHeight ) { GL.Viewport( 0, 0, newWidth, newHeight ); } public Color4 GetCol() { float[] col = new float[4]; GL.GetFloat( GetPName.CurrentColor, out col[0] ); return new Color4( col[0], col[1], col[2], col[3] ); } static void ToggleCap( EnableCap cap, bool value ) { if( value ) GL.Enable( cap ); else GL.Disable( cap ); } public void SaveTexture( int texId, int width, int height, string path ) { GL.Enable( EnableCap.Texture2D ); GL.BindTexture( TextureTarget.Texture2D, texId ); //GL.CopyTexSubImage2D( TextureTarget.Texture2D, 0, 0, 0, 0, 0, width, height ); using( Bitmap bmp = new Bitmap( width, height, BmpPixelFormat.Format32bppArgb ) ) { using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) { GL.GetTexImage( TextureTarget.Texture2D, 0, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 ); } bmp.Save( path ); } GL.Disable( EnableCap.Texture2D ); } public void UpdateTexturePart( int texId, int x, int y, FastBitmap part ) { GL.Enable( EnableCap.Texture2D ); GL.BindTexture( TextureTarget.Texture2D, texId ); GL.TexSubImage2D( TextureTarget.Texture2D, 0, x, y, part.Width, part.Height, GlPixelFormat.Bgra, PixelType.UnsignedByte, part.Scan0 ); GL.Disable( EnableCap.Texture2D ); } } }