Example usage for com.badlogic.gdx.graphics GL10 GL_NICEST

List of usage examples for com.badlogic.gdx.graphics GL10 GL_NICEST

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL10 GL_NICEST.

Prototype

int GL_NICEST

To view the source code for com.badlogic.gdx.graphics GL10 GL_NICEST.

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Usage

From source file:com.interakt.ar.outdoor.browsing.BrowsingRenderer.java

License:Apache License

@Override
public void render() {

    if (mode == Mode.normal) {
        mode = Mode.prepare;//from   ww  w . j  a  va 2 s  . co  m
        if (deviceCameraControl != null) {

            deviceCameraControl.prepareCameraAsync();
        }
    }

    Gdx.gl10.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
    if (mode == Mode.prepare) {
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        if (deviceCameraControl != null) {
            if (deviceCameraControl.isReady()) {
                deviceCameraControl.startPreviewAsync();
                mode = Mode.preview;
            }
        }
    } else if (mode == Mode.preview) {
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    } else { // mode = normal
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    }
    Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D);
    Gdx.gl10.glEnable(GL10.GL_LINE_SMOOTH);
    Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL);
    Gdx.gl10.glClearDepthf(1.0F);
    Gdx.gl10.glEnable(GL10.GL_ALPHA_TEST);
    Gdx.gl10.glDisable(GL10.GL_COLOR_MATERIAL);
    Gdx.gl10.glAlphaFunc(GL10.GL_GREATER, 0.0f);
    Gdx.gl10.glEnable(GL10.GL_BLEND);
    Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    if (!stopRendering) {
        if (canRender.tryAcquire()) {
            ((LibGDXPerspectiveCamera) geoMode.getCamera()).render();
            geoMode.render();
            canRender.release();

        }

        radar.draw();
    }

}

From source file:com.interakt.ar.outdoor.tagging.TaggingRenderer.java

License:Apache License

@Override
public void render() {

    if (mode == Mode.normal) {
        mode = Mode.prepare;//from   w w w  . j  a v  a 2 s. com
        if (deviceCameraControl != null) {

            deviceCameraControl.prepareCameraAsync();
        }
    }

    Gdx.gl10.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
    if (mode == Mode.prepare) {
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        if (deviceCameraControl != null) {
            if (deviceCameraControl.isReady()) {
                deviceCameraControl.startPreviewAsync();
                mode = Mode.preview;
            }
        }
    } else if (mode == Mode.preview) {
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    } else { // mode = normal
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    }
    Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D);
    Gdx.gl10.glEnable(GL10.GL_LINE_SMOOTH);
    Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL);
    Gdx.gl10.glClearDepthf(1.0F);
    Gdx.gl10.glEnable(GL10.GL_ALPHA_TEST);
    Gdx.gl10.glDisable(GL10.GL_COLOR_MATERIAL);
    Gdx.gl10.glAlphaFunc(GL10.GL_GREATER, 0.0f);
    Gdx.gl10.glEnable(GL10.GL_BLEND);
    Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    Gdx.gl10.glClearDepthf(1.0F);
    if (canRender.tryAcquire()) {
        ((LibGDXPerspectiveCamera) taggingMode.getCamera()).render();
        taggingMode.render();

        canRender.release();
    }

}

From source file:se.claremont.android.wallpaper.ClaremontWallpaper.java

License:Apache License

@Override
public void render() {

    ////from w  w  w . j a va 2  s  .  c  o m
    // Set GL state
    //
    GL10 gl = Gdx.graphics.getGL10();
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glDisable(GL10.GL_DITHER);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glEnable(GL10.GL_COLOR_MATERIAL);
    gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_LIGHT0);

    //
    // Update light position
    //
    lightPosition.put(0, perspectiveCamera.position.x);
    lightPosition.put(1, perspectiveCamera.position.y);
    lightPosition.put(2, perspectiveCamera.position.z);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition);

    //
    // Update camera position/direction
    //
    perspectiveCamera.position.set(perspectiveCameraCurrentPosition);
    perspectiveCamera.direction.set(perspectiveCameraCurrentDirection);
    perspectiveCamera.position.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f);
    perspectiveCamera.direction.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f);
    perspectiveCameraCurrentPosition = perspectiveCamera.position;
    perspectiveCameraCurrentDirection = perspectiveCamera.direction;
    perspectiveCamera.update();
    perspectiveCamera.apply(gl);

    //
    // Render Claremont text model
    //
    gl.glPushMatrix();
    gl.glColor4f(1f, 1f, 1f, 1f);
    gl.glRotatef(0.25f, 1f, 0f, 0f);
    claremontText.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();

    //
    // Render Claremont orb model
    //
    gl.glPushMatrix();
    gl.glColor4f(0.36862745f, 0.63921569f, 0.82352941f, 1f);
    gl.glRotatef(0.25f, 1f, 0f, 0f);
    claremontOrb.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();

}