Example usage for com.badlogic.gdx.graphics GL20 GL_BACK

List of usage examples for com.badlogic.gdx.graphics GL20 GL_BACK

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL20 GL_BACK.

Prototype

int GL_BACK

To view the source code for com.badlogic.gdx.graphics GL20 GL_BACK.

Click Source Link

Usage

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);
}