List of usage examples for com.badlogic.gdx.graphics GL20 glDepthMask
public void glDepthMask(boolean flag);
From source file:com.anythingmachine.gdxwrapper.SpriteCache.java
License:Apache License
/** Prepares the OpenGL state for SpriteCache rendering. */ public void begin() { if (drawing)// ww w . j a va 2 s . com throw new IllegalStateException("end must be called before begin."); combinedMatrix.set(projectionMatrix).mul(transformMatrix); GL20 gl = Gdx.gl20; gl.glDepthMask(false); if (customShader != null) { customShader.begin(); customShader.setUniformMatrix("u_proj", projectionMatrix); customShader.setUniformMatrix("u_trans", transformMatrix); customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.begin(); shader.setUniformMatrix("u_projectionViewMatrix", combinedMatrix); shader.setUniformi("u_texture", 0); } mesh.bind(shader); drawing = true; }
From source file:com.anythingmachine.gdxwrapper.SpriteCache.java
License:Apache License
/** Completes rendering for this SpriteCache.f */ public void end() { if (!drawing) throw new IllegalStateException("begin must be called before end."); drawing = false;/* w w w . j av a 2s . c o m*/ shader.end(); GL20 gl = Gdx.gl20; gl.glDepthMask(true); mesh.unbind(shader); }
From source file:com.doom.render.QuadBatch.java
License:Apache License
@Override public void end() { if (!drawing) throw new IllegalStateException("SpriteBatch.begin must be called before end."); if (idx > 0) flush();/*from w w w . j a v a 2 s . co m*/ lastTexture = null; drawing = false; GL20 gl = Gdx.gl20; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL20.GL_BLEND); if (customShader != null) customShader.end(); else shader.end(); }
From source file:tools.SpriteBatch.java
License:Apache License
/** * Finishes off rendering. Enables depth writes, disables blending and * texturing. Must always be called after a call to {@link #begin()} *//* w w w.ja va2 s .c o m*/ public void end() { if (!drawing) { throw new IllegalStateException("SpriteBatch.begin must be called before end."); } if (idx > 0) { renderMesh(); } lastTexture = null; idx = 0; drawing = false; GL20 gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) { gl.glDisable(GL20.GL_BLEND); } if (customShader != null) { customShader.end(); } else { shader.end(); } }