List of usage examples for com.badlogic.gdx.graphics GL10 GL_LINEAR
int GL_LINEAR
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From source file:com.badlogic.gdx.physics.bullet.demo.screens.DemoScreen.java
protected void enableFog() { // A very thin sky colored haze Gdx.gl10.glEnable(GL10.GL_FOG);//from w ww . java 2 s.com Gdx.gl10.glFogf(GL10.GL_FOG_MODE, GL10.GL_LINEAR); Gdx.gl10.glFogfv(GL10.GL_FOG_COLOR, SKY_COLOR, 0); Gdx.gl10.glFogf(GL10.GL_FOG_DENSITY, .75f); Gdx.gl10.glHint(GL10.GL_FOG_HINT, GL10.GL_DONT_CARE); Gdx.gl10.glFogf(GL10.GL_FOG_START, 30); Gdx.gl10.glFogf(GL10.GL_FOG_END, 100); }
From source file:org.interreg.docexplore.reader.book.BookCover.java
License:Open Source License
public void render(Bindable coverTex, Bindable innerCoverTex) { GL10 gl = Gdx.gl10;// w w w .ja v a2s .co m gl.glColor4f(1, 1, 1, 1); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glEnable(GL10.GL_TEXTURE_2D); if (innerCoverTex != null && !book.app.bookEngine.coverOnly()) { innerCoverTex.bind(); meshes[innerBinding].render(GL10.GL_TRIANGLES); } if (coverTex != null) { coverTex.bind(); meshes[outerBinding].render(GL10.GL_TRIANGLES); } // meshes[topBinding].render(GL10.GL_TRIANGLES); // meshes[bottomBinding].render(GL10.GL_TRIANGLES); // meshes[frontBinding].render(GL10.GL_TRIANGLES); gl.glDisable(GL10.GL_TEXTURE_2D); }
From source file:org.interreg.docexplore.reader.book.BookPageStack.java
License:Open Source License
public void render(Bindable pageTexture, Bindable regionMask) { if (nStackPages == 0) return;/*from w w w . j a v a 2 s .c o m*/ stackSide.render(GL10.GL_TRIANGLES); spineFill.render(GL10.GL_TRIANGLES); Gdx.gl10.glColor4f(1, 1, 1, 1); Gdx.gl10.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); pageTexture.bind(); stackFront.render(GL10.GL_TRIANGLES); if (regionMask != null) { Gdx.gl10.glDisable(GL10.GL_LIGHTING); Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL); float shade = book.app.bookEngine.roiOverlay.active || book.app.bookEngine.roiOverlay.leaving ? .5f * book.app.bookEngine.roiOverlay.alpha : .5f * (cnt > 100 ? 200 - cnt : cnt) / 100f; Gdx.gl10.glColor4f(1, 1, 1, shade); regionMask.bind(); stackFront.render(GL10.GL_TRIANGLES); Gdx.gl10.glEnable(GL10.GL_LIGHTING); } Gdx.gl10.glDisable(GL10.GL_TEXTURE_2D); Gdx.gl10.glDepthFunc(GL10.GL_LESS); cnt = (cnt + 1) % 200; }