App.scene.MySquareTexure1.fb = world.GL.gl.createFramebuffer();
App.scene.MySquareTexure1.custom.gl_texture = function ( object , t ) {
world.GL.gl.bindTexture(world.GL.gl.TEXTURE_2D, object.textures[t] );
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MAG_FILTER, world.GL.gl.LINEAR);
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MIN_FILTER, world.GL.gl.LINEAR);
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_S, world.GL.gl.CLAMP_TO_EDGE);
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_T, world.GL.gl.CLAMP_TO_EDGE);
world.GL.gl.texImage2D(
world.GL.gl.TEXTURE_2D,
0, // Level of details
world.GL.gl.RGBA, // Format
world.GL.gl.RGBA,
world.GL.gl.UNSIGNED_BYTE, // Size of each channel
object.textures[t].image
);
world.GL.gl.generateMipmap(world.GL.gl.TEXTURE_2D);
//
try {
world.GL.gl.bindFramebuffer(world.GL.gl.FRAMEBUFFER, App.scene.MySquareTexure1.fb );
world.GL.gl.framebufferTexture2D( world.GL.gl.FRAMEBUFFER, world.GL.gl.COLOR_ATTACHMENT0, world.GL.gl.TEXTURE_2D, object.textures[t] , 0);
if (world.GL.gl.checkFramebufferStatus(world.GL.gl.FRAMEBUFFER) == world.GL.gl.FRAMEBUFFER_COMPLETE) {
// var pixels = new Uint8Array(150 * 100 * 4);
// world.GL.gl.readPixels( 100 , 100 , 150 , 100 , world.GL.gl.RGBA, world.GL.gl.UNSIGNED_BYTE, pixels);
}
}catch(e){ console.log(">>>>>this log not work>>>>>>>"+e)}
//
}