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

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

Introduction

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

Prototype

int GL_BLUE_BITS

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

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Usage

From source file:com.dragome.gdx.graphics.webgl.DragomeGL20.java

License:Apache License

@Override
public void glGetIntegerv(final int pname, final IntBuffer params) {
    if (pname == GL20.GL_ACTIVE_TEXTURE || pname == GL20.GL_ALPHA_BITS || pname == GL20.GL_BLEND_DST_ALPHA
            || pname == GL20.GL_BLEND_DST_RGB || pname == GL20.GL_BLEND_EQUATION_ALPHA
            || pname == GL20.GL_BLEND_EQUATION_RGB || pname == GL20.GL_BLEND_SRC_ALPHA
            || pname == GL20.GL_BLEND_SRC_RGB || pname == GL20.GL_BLUE_BITS || pname == GL20.GL_CULL_FACE_MODE
            || pname == GL20.GL_DEPTH_BITS || pname == GL20.GL_DEPTH_FUNC || pname == GL20.GL_FRONT_FACE
            || pname == GL20.GL_GENERATE_MIPMAP_HINT || pname == GL20.GL_GREEN_BITS
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_FORMAT
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_TYPE
            || pname == GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE
            || pname == GL20.GL_MAX_FRAGMENT_UNIFORM_VECTORS || pname == GL20.GL_MAX_RENDERBUFFER_SIZE
            || pname == GL20.GL_MAX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_TEXTURE_SIZE
            || pname == GL20.GL_MAX_VARYING_VECTORS || pname == GL20.GL_MAX_VERTEX_ATTRIBS
            || pname == GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_VERTEX_UNIFORM_VECTORS
            || pname == GL20.GL_NUM_COMPRESSED_TEXTURE_FORMATS || pname == GL20.GL_PACK_ALIGNMENT
            || pname == GL20.GL_RED_BITS || pname == GL20.GL_SAMPLE_BUFFERS || pname == GL20.GL_SAMPLES
            || pname == GL20.GL_STENCIL_BACK_FAIL || pname == GL20.GL_STENCIL_BACK_FUNC
            || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_FAIL || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_PASS
            || pname == GL20.GL_STENCIL_BACK_REF || pname == GL20.GL_STENCIL_BACK_VALUE_MASK
            || pname == GL20.GL_STENCIL_BACK_WRITEMASK || pname == GL20.GL_STENCIL_BITS
            || pname == GL20.GL_STENCIL_CLEAR_VALUE || pname == GL20.GL_STENCIL_FAIL
            || pname == GL20.GL_STENCIL_FUNC || pname == GL20.GL_STENCIL_PASS_DEPTH_FAIL
            || pname == GL20.GL_STENCIL_PASS_DEPTH_PASS || pname == GL20.GL_STENCIL_REF
            || pname == GL20.GL_STENCIL_VALUE_MASK || pname == GL20.GL_STENCIL_WRITEMASK
            || pname == GL20.GL_SUBPIXEL_BITS || pname == GL20.GL_UNPACK_ALIGNMENT) {
        params.put(0, (Integer) gl.getParameter(pname));
    } else {//  w  w  w . j ava2 s. c o  m
        throw new GdxRuntimeException("glGetFloat not supported by WebGL backend.");
    }
}

From source file:org.teavm.gdx.graphics.webgl.TeaVMGL20.java

License:Apache License

@Override
public void glGetIntegerv(final int pname, final IntBuffer params) {
    if (pname == GL20.GL_ACTIVE_TEXTURE || pname == GL20.GL_ALPHA_BITS || pname == GL20.GL_BLEND_DST_ALPHA
            || pname == GL20.GL_BLEND_DST_RGB || pname == GL20.GL_BLEND_EQUATION_ALPHA
            || pname == GL20.GL_BLEND_EQUATION_RGB || pname == GL20.GL_BLEND_SRC_ALPHA
            || pname == GL20.GL_BLEND_SRC_RGB || pname == GL20.GL_BLUE_BITS || pname == GL20.GL_CULL_FACE_MODE
            || pname == GL20.GL_DEPTH_BITS || pname == GL20.GL_DEPTH_FUNC || pname == GL20.GL_FRONT_FACE
            || pname == GL20.GL_GENERATE_MIPMAP_HINT || pname == GL20.GL_GREEN_BITS
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_FORMAT
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_TYPE
            || pname == GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE
            || pname == GL20.GL_MAX_FRAGMENT_UNIFORM_VECTORS || pname == GL20.GL_MAX_RENDERBUFFER_SIZE
            || pname == GL20.GL_MAX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_TEXTURE_SIZE
            || pname == GL20.GL_MAX_VARYING_VECTORS || pname == GL20.GL_MAX_VERTEX_ATTRIBS
            || pname == GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_VERTEX_UNIFORM_VECTORS
            || pname == GL20.GL_NUM_COMPRESSED_TEXTURE_FORMATS || pname == GL20.GL_PACK_ALIGNMENT
            || pname == GL20.GL_RED_BITS || pname == GL20.GL_SAMPLE_BUFFERS || pname == GL20.GL_SAMPLES
            || pname == GL20.GL_STENCIL_BACK_FAIL || pname == GL20.GL_STENCIL_BACK_FUNC
            || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_FAIL || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_PASS
            || pname == GL20.GL_STENCIL_BACK_REF || pname == GL20.GL_STENCIL_BACK_VALUE_MASK
            || pname == GL20.GL_STENCIL_BACK_WRITEMASK || pname == GL20.GL_STENCIL_BITS
            || pname == GL20.GL_STENCIL_CLEAR_VALUE || pname == GL20.GL_STENCIL_FAIL
            || pname == GL20.GL_STENCIL_FUNC || pname == GL20.GL_STENCIL_PASS_DEPTH_FAIL
            || pname == GL20.GL_STENCIL_PASS_DEPTH_PASS || pname == GL20.GL_STENCIL_REF
            || pname == GL20.GL_STENCIL_VALUE_MASK || pname == GL20.GL_STENCIL_WRITEMASK
            || pname == GL20.GL_SUBPIXEL_BITS || pname == GL20.GL_UNPACK_ALIGNMENT) {
        params.put(0, gl.getParameteri(pname));
    } else {/*from  w w  w .j  av  a2s.  c  om*/
        throw new GdxRuntimeException("glGetFloat not supported by WebGL backend.");
    }
}

From source file:org.teavm.libgdx.TeaVMGL20.java

License:Apache License

@Override
public void glGetIntegerv(int pname, IntBuffer params) {
    if (pname == GL20.GL_ACTIVE_TEXTURE || pname == GL20.GL_ALPHA_BITS || pname == GL20.GL_BLEND_DST_ALPHA
            || pname == GL20.GL_BLEND_DST_RGB || pname == GL20.GL_BLEND_EQUATION_ALPHA
            || pname == GL20.GL_BLEND_EQUATION_RGB || pname == GL20.GL_BLEND_SRC_ALPHA
            || pname == GL20.GL_BLEND_SRC_RGB || pname == GL20.GL_BLUE_BITS || pname == GL20.GL_CULL_FACE_MODE
            || pname == GL20.GL_DEPTH_BITS || pname == GL20.GL_DEPTH_FUNC || pname == GL20.GL_FRONT_FACE
            || pname == GL20.GL_GENERATE_MIPMAP_HINT || pname == GL20.GL_GREEN_BITS
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_FORMAT
            || pname == GL20.GL_IMPLEMENTATION_COLOR_READ_TYPE
            || pname == GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE
            || pname == GL20.GL_MAX_FRAGMENT_UNIFORM_VECTORS || pname == GL20.GL_MAX_RENDERBUFFER_SIZE
            || pname == GL20.GL_MAX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_TEXTURE_SIZE
            || pname == GL20.GL_MAX_VARYING_VECTORS || pname == GL20.GL_MAX_VERTEX_ATTRIBS
            || pname == GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS || pname == GL20.GL_MAX_VERTEX_UNIFORM_VECTORS
            || pname == GL20.GL_NUM_COMPRESSED_TEXTURE_FORMATS || pname == GL20.GL_PACK_ALIGNMENT
            || pname == GL20.GL_RED_BITS || pname == GL20.GL_SAMPLE_BUFFERS || pname == GL20.GL_SAMPLES
            || pname == GL20.GL_STENCIL_BACK_FAIL || pname == GL20.GL_STENCIL_BACK_FUNC
            || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_FAIL || pname == GL20.GL_STENCIL_BACK_PASS_DEPTH_PASS
            || pname == GL20.GL_STENCIL_BACK_REF || pname == GL20.GL_STENCIL_BACK_VALUE_MASK
            || pname == GL20.GL_STENCIL_BACK_WRITEMASK || pname == GL20.GL_STENCIL_BITS
            || pname == GL20.GL_STENCIL_CLEAR_VALUE || pname == GL20.GL_STENCIL_FAIL
            || pname == GL20.GL_STENCIL_FUNC || pname == GL20.GL_STENCIL_PASS_DEPTH_FAIL
            || pname == GL20.GL_STENCIL_PASS_DEPTH_PASS || pname == GL20.GL_STENCIL_REF
            || pname == GL20.GL_STENCIL_VALUE_MASK || pname == GL20.GL_STENCIL_WRITEMASK
            || pname == GL20.GL_SUBPIXEL_BITS || pname == GL20.GL_UNPACK_ALIGNMENT)
        params.put(0, gl.getParameteri(pname));
    else//w w w . j  a va 2  s  . co m
        throw new GdxRuntimeException("glGetFloat not supported by GWT WebGL backend");
}