List of usage examples for com.badlogic.gdx.graphics GL20 GL_LEQUAL
int GL_LEQUAL
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From source file:br.com.raphaelbruno.game.zombieinvaders.vr.model.GameObject.java
License:Apache License
public GameObject(ScreenBase context, Model model, BoundingBox bounds) { super(model); this.context = context; this.customBounds = bounds; this.bounds = this.customBounds != null ? this.customBounds : new BoundingBox(); this.center = new Vector3(); this.enabled = true; updateBox();/* ww w. j a v a2s .c o m*/ this.animations = new AnimationController(this); this.blending = new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); for (Material item : materials) { item.set(new DepthTestAttribute(GL20.GL_LEQUAL, 0.01f, 25f, true)); item.set(FloatAttribute.createAlphaTest(0.01f)); item.set(blending); } }
From source file:com.cyphercove.doublehelix.UnlitShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { context.setDepthTest(GL20.GL_NONE);/* w ww . j av a 2s. 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 v a 2s .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.mbrlabs.mundus.commons.shaders.EntityShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { this.context = context; context.begin();/* w w w . j a v a2s .c o m*/ 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 ww . java 2s . c om 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 ww w.j a v a2 s . c o m*/ set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); }
From source file:com.mbrlabs.mundus.shader.WireframeShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) { this.context = context; this.context.setDepthTest(GL20.GL_LEQUAL, 0f, 1f); this.context.setDepthMask(true); program.begin();/*from www. j a v a 2 s . c om*/ set(UNIFORM_PROJ_VIEW_MATRIX, camera.combined); }
From source file:com.mygdx.game.shaders.UberShader.java
License:Apache License
@Override public void begin(final Camera camera, final RenderContext context) { super.begin(camera, context); context.setDepthTest(GL20.GL_LEQUAL); program.begin();/*www . ja v a 2 s . c o m*/ }
From source file:ve.ucv.ciens.ccg.nxtar.graphics.shaders.DirectionalLightPerPixelShader.java
License:Apache License
@Override public void begin(Camera camera, RenderContext context) throws GdxRuntimeException { if (this.camera != null || this.context != null) throw new GdxRuntimeException("Called begin twice before calling end."); this.camera = camera; this.context = context; // Set render context. this.context.setDepthTest(GL20.GL_LEQUAL); this.context.setDepthMask(true); }