List of usage examples for com.badlogic.gdx.graphics GL20 glDisable
public void glDisable(int cap);
From source file:com.badlogic.invaders.Renderer.java
License:Apache License
public void render(Simulation simulation, float delta) { // We explicitly require GL10, otherwise we could've used the GLCommon // interface via Gdx.gl GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); renderBackground();/*from w w w. j a va 2 s. c o m*/ gl.glEnable(GL20.GL_DEPTH_TEST); gl.glEnable(GL20.GL_CULL_FACE); setProjectionAndCamera(simulation.ship); modelBatch.begin(camera); modelBatch.render(simulation.explosions); if (!simulation.ship.isExploding) modelBatch.render(simulation.ship, lights); modelBatch.render(simulation.invaders, lights); modelBatch.render(simulation.blocks); modelBatch.render(simulation.shots); modelBatch.end(); gl.glDisable(GL20.GL_CULL_FACE); gl.glDisable(GL20.GL_DEPTH_TEST); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.begin(); if (simulation.ship.lives != lastLives || simulation.score != lastScore || simulation.wave != lastWave) { status = "lives: " + simulation.ship.lives + " wave: " + simulation.wave + " score: " + simulation.score; lastLives = simulation.ship.lives; lastScore = simulation.score; lastWave = simulation.wave; } spriteBatch.enableBlending(); font.draw(spriteBatch, status, 0, 320); spriteBatch.end(); invaderAngle += delta * 90; if (invaderAngle > 360) invaderAngle -= 360; }
From source file:com.badlogicgames.superjumper.helpscreen.HelpScreen2.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update();//from w w w . ja v a2s. c o m game.batch.setProjectionMatrix(guiCam.combined); game.batch.disableBlending(); game.batch.begin(); game.batch.draw(helpRegion, 0, 0, 320, 480); game.batch.end(); game.batch.enableBlending(); game.batch.begin(); game.batch.draw(Assets.arrow, 320, 0, -64, 64); game.batch.end(); gl.glDisable(GL20.GL_BLEND); }
From source file:com.bss.game.HelpScreen5.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update();/* ww w. j a v a2 s .c o m*/ game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 480, 800); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 480, 100, -150, 100); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
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();// w w w. j a v a 2 s. c o 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:com.mygdx.game.superjumper.screen.HelpScreen2.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update();//w w w . j a v a 2s .c o m game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
From source file:com.wilson.game.Screen.HelpScreen2.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update();// w w w . j a v a 2s . co m game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -30, 30); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
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()} *//*from www .j a va2s .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(); } }