Lines Matching refs:Texture

33  * The Texture Library manages all textures in the game.  Textures are pooled and handed out to
36 * a call to loadTexture() or loadAllTextures(). This allows Texture objects to be dispersed to
42 Texture[] mTextureHash;
50 mTextureHash = new Texture[DEFAULT_SIZE];
52 mTextureHash[x] = new Texture();
67 * Creates a Texture object that is mapped to the passed resource id. If a texture has already
68 * been allocated for this id, the previously allocated Texture object is returned.
72 public Texture allocateTexture(int resourceID) {
73 Texture texture = getTextureByResource(resourceID);
82 public Texture loadTexture(Context context, GL10 gl, int resourceID) {
83 Texture texture = allocateTexture(resourceID);
108 DebugLog.d("Texture Delete", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + mTextureHash[x].resource);
127 protected Texture loadBitmap(Context context, GL10 gl, Texture texture) {
136 DebugLog.d("Texture Load 1", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource);
147 DebugLog.d("Texture Load 2", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource);
177 DebugLog.d("Texture Load 3", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource);
198 DebugLog.d("Texture Load 4", "GLError: " + error + " (" + GLU.gluErrorString(error) + "): " + texture.resource);
217 * @return An associated Texture object, or null if there is no associated
220 public Texture getTextureByResource(int resourceID) {
223 Texture texture = null;
258 protected Texture addTexture(int id, int name, int width, int height) {
260 Texture texture = null;