List of usage examples for com.badlogic.gdx Gdx gl20
GL20 gl20
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From source file:at.therefactory.jewelthief.ui.Particles.java
License:Open Source License
/** * if particle effect includes additive or pre-multiplied particle emitters * you can turn off blend function clean-up to save a lot of draw calls * but remember to switch the Batch back to GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA * before drawing "regular" sprites or your Stage. * * @param batch/*from w ww . j a v a 2 s.co m*/ */ private void resetBlendFunction(SpriteBatch batch) { batch.setBlendFunction(-1, -1); Gdx.gl20.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_DST_ALPHA); }
From source file:com.andgate.ikou.view.FloorSelectScreen.java
License:Open Source License
@Override public void render(float delta) { Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.draw();//from w ww . j a va2s. co m if (Gdx.input.isKeyPressed(Input.Keys.BACK)) { gotoLevelSelect(); } stage.act(); }
From source file:com.andgate.ikou.view.LevelBuilderScreen.java
License:Open Source License
@Override public void render(float delta) { Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.draw();//from w w w . j a v a 2s.co m if (Gdx.input.isKeyPressed(Input.Keys.BACK)) { gotoMainMenu(); } stage.act(); }
From source file:com.andgate.ikou.view.MainMenuScreen.java
License:Open Source License
@Override public void render(float delta) { Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); //batch.begin(); stage.draw();//from w w w .j a v a2s . c o m //batch.end(); if (Gdx.input.isKeyJustPressed(Input.Keys.BACK)) { Gdx.app.exit(); } stage.act(); }
From source file:com.andgate.pokeadot.GameScreen.java
License:Open Source License
private void renderSetup() { Gdx.gl20.glClearColor(Constants.BG_COLOR.r, Constants.BG_COLOR.g, Constants.BG_COLOR.b, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. //camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. //game.batch.setProjectionMatrix(camera.combined); //game.batch.enableBlending(); //game.batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); }
From source file:com.andgate.pokeadot.MainMenuScreen.java
License:Open Source License
@Override public void render(float delta) { Gdx.gl20.glClearColor(Constants.BG_COLOR.r, Constants.BG_COLOR.g, Constants.BG_COLOR.b, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin();//w w w .j a v a 2 s .c o m stage.draw(); game.batch.end(); }
From source file:com.anythingmachine.gdxwrapper.SpriteCache.java
License:Apache License
/** Prepares the OpenGL state for SpriteCache rendering. */ public void begin() { if (drawing)/*from w ww . ja v a 2 s .c o m*/ throw new IllegalStateException("end must be called before begin."); combinedMatrix.set(projectionMatrix).mul(transformMatrix); GL20 gl = Gdx.gl20; gl.glDepthMask(false); if (customShader != null) { customShader.begin(); customShader.setUniformMatrix("u_proj", projectionMatrix); customShader.setUniformMatrix("u_trans", transformMatrix); customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.begin(); shader.setUniformMatrix("u_projectionViewMatrix", combinedMatrix); shader.setUniformi("u_texture", 0); } mesh.bind(shader); drawing = true; }
From source file:com.anythingmachine.gdxwrapper.SpriteCache.java
License:Apache License
/** Completes rendering for this SpriteCache.f */ public void end() { if (!drawing) throw new IllegalStateException("begin must be called before end."); drawing = false;/*w ww. j a v a 2 s . co m*/ shader.end(); GL20 gl = Gdx.gl20; gl.glDepthMask(true); mesh.unbind(shader); }
From source file:com.badlogic.gdx.backends.android.CardBoardGraphics.java
License:Apache License
/** This instantiates the GL10, GL11 and GL20 instances. Includes the check for certain devices that pretend to support GL11 but * fuck up vertex buffer objects. This includes the pixelflinger which segfaults when buffers are deleted as well as the * Motorola CLIQ and the Samsung Behold II. * * @param gl *//* w ww. j a va 2 s . c o m*/ private void setupGL() { if (gl20 != null) return; gl20 = new AndroidGL20(); Gdx.gl = gl20; Gdx.gl20 = gl20; Gdx.app.log(LOG_TAG, "OGL renderer: " + gl20.glGetString(GL10.GL_RENDERER)); Gdx.app.log(LOG_TAG, "OGL vendor: " + gl20.glGetString(GL10.GL_VENDOR)); Gdx.app.log(LOG_TAG, "OGL version: " + gl20.glGetString(GL10.GL_VERSION)); Gdx.app.log(LOG_TAG, "OGL extensions: " + gl20.glGetString(GL10.GL_EXTENSIONS)); }
From source file:com.badlogic.gdx.tests.dragome.examples.HelloTriangle.java
License:Apache License
@Override public void render() { Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl.glClearColor(0, 0, 0, 1);//from w ww .j ava 2s . c om Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); shader.begin(); mesh.render(shader, GL20.GL_TRIANGLES); shader.end(); }