List of usage examples for com.badlogic.gdx.graphics GL20 GL_TEXTURE_BINDING_2D
int GL_TEXTURE_BINDING_2D
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From source file:ta.shape3D.mesh.MeshTA.java
License:Apache License
/** * draw all triangles of the Mesh in the OpenGL environment. * @param rendu the renderer which is used for drawing triangle, you don't need to call the begin() method of this renderer * before using this method./*from ww w . jav a 2 s. c o m*/ * @param rendu * @param projectionMatrix The projection matrix in which the mesh will be represented */ final public void render(ImmediateModeRenderer20 rendu, Matrix4 projectionMatrix) { projectionMatrix.translate(tX, tY, tZ); projectionMatrix.rotateRad(Vector3.X, rX); projectionMatrix.rotateRad(Vector3.Y, rY); projectionMatrix.rotateRad(Vector3.Z, rZ); projectionMatrix.scale(scaleX, scaleY, scaleZ); if (image != null) { Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D); Gdx.gl20.glBindTexture(image.glTarget, image.getTextureObjectHandle()); } rendu.begin(projectionMatrix, GL20.GL_TRIANGLES); for (Triangle3D t : triangles) { t.render(rendu); } rendu.end(); Gdx.gl20.glDisable(GL20.GL_TEXTURE_BINDING_2D); for (MeshTA m : sousMesh) { m.render(rendu, projectionMatrix); } projectionMatrix.scale(1 / scaleX, 1 / scaleY, 1 / scaleZ); projectionMatrix.rotateRad(Vector3.X, -rX); projectionMatrix.rotateRad(Vector3.Y, -rY); projectionMatrix.rotateRad(Vector3.Z, -rZ); projectionMatrix.translate(-tX, -tY, -tZ); }