List of usage examples for com.badlogic.gdx.graphics GL20 GL_BACK
int GL_BACK
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From source file:com.cyphercove.doublehelix.BackgroundShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { context.setDepthTest(GL20.GL_NONE);/*from ww w .j ava 2 s . c o m*/ program.begin(); viewProjTrans.set(camera.combined); context.setCullFace(GL20.GL_BACK); context.setBlending(false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); texture.bind(0); program.setUniformi(u_texture, 0); program.setUniformf(u_color, color.r, color.g, color.b); program.setUniformf(u_ambient, MainRenderer.AMBIENT_BRIGHTNESS); }
From source file:com.cyphercove.doublehelix.BlackShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { context.setDepthTest(GL20.GL_NONE);/*from www .j a va 2 s . c o m*/ program.begin(); viewProjTrans.set(camera.combined); context.setCullFace(GL20.GL_BACK); context.setBlending(false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); }
From source file:com.cyphercove.doublehelix.UnlitShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { context.setDepthTest(GL20.GL_NONE);// ww w. ja v a2 s . c o m program.begin(); viewProjTrans.set(camera.combined); context.setDepthTest(GL20.GL_LEQUAL); context.setCullFace(GL20.GL_BACK); context.setBlending(false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); texture.bind(0); program.setUniformi(u_texture, 0); }
From source file:com.github.fauu.helix.core.GeneralShader.java
License:Open Source License
@Override public void begin(Camera camera, RenderContext context) { this.camera = camera; this.context = context; program.begin();// w w w .j a va2 s . co m program.setUniformMatrix(u_projTrans, camera.combined); context.setBlending(true, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); context.setCullFace(GL20.GL_BACK); context.setDepthTest(GL20.GL_LEQUAL, 0, 1); context.setDepthMask(true); }
From source file:com.github.fauu.helix.system.RenderingSystem.java
License:Open Source License
@Override protected void initialize() { displayableCollections = new Array<Array<? extends Displayable>>(); modelDisplayables = new Array<ModelDisplayable>(); displayableCollections.add(modelDisplayables); decalDisplayables = new Array<DecalDisplayable>(); displayableCollections.add(decalDisplayables); renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED)); renderContext.setCullFace(GL20.GL_BACK); modelBatch = new ModelBatch(renderContext, new DefaultShaderProvider(), new HelixRenderableSorter()); decalBatch = new DecalBatch(new CameraGroupStrategy(camera)); spriteBatch = new SpriteBatch(); }
From source file:com.lyeeedar.Roguelike3D.Graphics.Screens.AbstractScreen.java
License:Open Source License
@Override public void render(float delta) { update(delta);/*from w w w. j a va 2 s . co m*/ stage.act(delta); Gdx.graphics.getGL20().glClearColor(0.0f, 0.0f, 0.0f, 0.0f); Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Gdx.graphics.getGL20().glEnable(GL20.GL_CULL_FACE); Gdx.graphics.getGL20().glCullFace(GL20.GL_BACK); Gdx.graphics.getGL20().glEnable(GL20.GL_DEPTH_TEST); Gdx.graphics.getGL20().glDepthMask(true); drawModels(delta); Gdx.graphics.getGL20().glDisable(GL20.GL_CULL_FACE); drawTransparent(delta); Gdx.graphics.getGL20().glDisable(GL20.GL_DEPTH_TEST); drawOrthogonals(delta); fps.log(); }
From source file:com.mbrlabs.mundus.commons.shaders.EntityShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { this.context = context; context.begin();//from ww w .j a v a 2 s . c om this.context.setCullFace(GL20.GL_BACK); this.context.setDepthTest(GL20.GL_LEQUAL, 0f, 1f); this.context.setDepthMask(true); program.begin(); set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); set(UNIFORM_CAM_POS, camera.position); }
From source file:com.mbrlabs.mundus.commons.shaders.TerrainShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { this.context = context; context.begin();/*from w w w.j a v a 2s . co m*/ context.setCullFace(GL20.GL_BACK); this.context.setDepthTest(GL20.GL_LEQUAL, 0f, 1f); this.context.setDepthMask(true); program.begin(); set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); set(UNIFORM_CAM_POS, camera.position); }
From source file:com.mbrlabs.mundus.editor.tools.picker.PickerShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { this.context = context; this.context.setCullFace(GL20.GL_BACK); this.context.setDepthTest(GL20.GL_LEQUAL, 0f, 1f); this.context.setDepthMask(true); program.begin();//from w ww . j av a 2 s . com set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); }