List of usage examples for com.badlogic.gdx.graphics GLCommon glDepthMask
public void glDepthMask(boolean flag);
From source file:com.balloongame.handlers.CustomSpriteBatch.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 w w w. ja v a 2 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; GLCommon gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND); if (Gdx.graphics.isGL20Available()) { if (customShader != null) customShader.end(); else shader.end(); } else { gl.glDisable(GL10.GL_TEXTURE_2D); } }
From source file:com.jwatson.omnigame.graphics.CustomBatch.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 w w w . ja va2 s . co m*/ public void end() { if (!drawing) throw new IllegalStateException("CustomBatch.begin must be called before end."); if (idx > 0) renderMesh(); lastTexture = null; idx = 0; drawing = false; GLCommon gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND); if (Gdx.graphics.isGL20Available()) { if (customShader != null) customShader.end(); else shader.end(); } else { gl.glDisable(GL10.GL_TEXTURE_2D); } }
From source file:com.kingx.dungeons.graphics.cube.CubeRenderer.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 ww w . j a va2 s . c o m public void end() { if (!drawing) throw new IllegalStateException("SpriteBatch.begin must be called before end."); if (idx > 0) renderMesh(); idx = 0; drawing = false; GLCommon gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND); if (customShader != null) customShader.end(); else shader.end(); }