List of usage examples for com.badlogic.gdx.graphics GL20 GL_SAMPLES
int GL_SAMPLES
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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 ww. j av a 2 s. c om*/ 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 {/* w ww . j a v a2 s . c o m*/ 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/*from w ww.j av a2 s .c o m*/ throw new GdxRuntimeException("glGetFloat not supported by GWT WebGL backend"); }