Example usage for com.badlogic.gdx.graphics GLCommon glDisable

List of usage examples for com.badlogic.gdx.graphics GLCommon glDisable

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GLCommon glDisable.

Prototype

public void glDisable(int cap);

Source Link

Usage

From source file:app.badlogicgames.superjumper.HelpScreen.java

License:Apache License

public void draw() {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();/*from   w w w .  ja v a2  s. c o m*/

    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    batcher.draw(Assets.arrow, 320, 0, -64, 64);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.badlogicgames.superjumper.CharScreen.java

License:Apache License

public void draw(float deltaTime) {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();//  www . j av  a2  s.  co m
    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(Assets.welcome, 0, 0, 512, 512);

    //MainMenuScreen.drawGradient(batcher, Assets.rect, 0, 0, 320, 480,Color.BLACK,Color.BLUE, false);
    batcher.end();
    batcher.enableBlending();
    batcher.begin();
    ruota.draw(batcher, Assets.ruotaRegion, 512 + 128, 512 + 128);
    batcher.draw(Assets.choose, 0, 0, 512, 512);
    batcher.draw(Assets.icontext, 275, 10, 45, 45);
    batcher.draw(Assets.icontextback, 0, 10, 45, 45);
    //int len = buttons.size();
    /*
    for (int i = 0; i < len; i++) {
       Button button = buttons.get(i);
       Texture keyFrame =Assets.lock;
       if(i==1)keyFrame=Assets.locked;
       //batcher.draw(keyFrame,button.position.x,button.position.y,145,145);
    }*/

    for (Button button : buttons) {
        button.draw(batcher);
    }

    Assets.fontsmall.draw(batcher, "GO", 285, 40);
    stateTime = stateTime + 0.020f;
    TextureRegion keyFrame1 = Assets.swipeAnim.getKeyFrame(stateTime, Animation.ANIMATION_LOOPING);
    if (stateTime > 4)
        stateTime = 0;
    if (swipedeactive == 0) {
        batcher.draw(Assets.swipetext, 10, 0, 320, 256);
        batcher.draw(keyFrame1, 10, 0, 320, 256);
    }
    batcher.draw(Assets.backgroundRegion, bob.position.x, bob.position.y, 130, 130);
    batcher.draw(Assets.backgroundRegion10, bobfem.position.x, bobfem.position.y, 130, 130);
    batcher.draw(Assets.backgroundRegion11, bobmil.position.x - 20, bobmil.position.y, 170, 170);
    if (Settings.firstScore() < 20000 && state == 0) {
        batcher.draw(Assets.lock, bobfem.position.x - 10, bobfem.position.y + 30, 100, 100);
        batcher.draw(Assets.locked, bobfem.position.x - 45, bobfem.position.y - 70, 170, 150);
        Assets.fontsmall.draw(batcher, "need 20000 scores", guiCam.position.x - 90, guiCam.position.y - 150);
    }
    if (Settings.firstScore() < 70000 && state == 2) {
        batcher.draw(Assets.lock, bobmil.position.x + 26, bobmil.position.y + 30, 85, 100);
        batcher.draw(Assets.locked, bobmil.position.x - 18, bobmil.position.y - 70, 170, 150);
        Assets.fontsmall.draw(batcher, "need 70000 scores", guiCam.position.x - 90, guiCam.position.y - 150);
    }

    //batcher.draw(Assets.backgroundRegion,bob.position.x ,bob.position.y ,25, 35, 120, 150, 1, 1, 180);
    //batcher.draw(Assets.backgroundRegion10,bobfem.position.x ,bobfem.position.y ,25, 35, 120, 150, 1, 1, 180);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.badlogicgames.superjumper.FirstScreen.java

License:Apache License

public void draw(float deltaTime) {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();//from w  w w .ja va  2  s  . co m
    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(Assets.welcome, 0, 0, UI.SCREENPOSITIONX, UI.SCREENPOSITIONY);
    batcher.end();
    batcher.enableBlending();
    batcher.begin();
    ruota.draw(batcher, Assets.ruotaRegion, UI.RUOTASIZE, UI.RUOTASIZE);
    Assets.handfontsmall.scale(-UI.FIRSTSCREENTEXTSCALE);
    Assets.handfontsmall.getRegion().getTexture().setFilter(TextureFilter.MipMapLinearNearest,
            TextureFilter.MipMapLinearNearest);
    for (int i = 0; i < testo.size(); i++)
        testo.get(i).drawAnim(batcher);
    Assets.handfontsmall.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
    Assets.handfontsmall.scale(UI.FIRSTSCREENTEXTSCALE);
    batcher.end();
    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.badlogicgames.superjumper.HelpScreen.java

License:Apache License

public void draw(float deltaTime) {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();//  w  ww.ja  v a  2  s .  c om

    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    batcher.draw(Assets.arrow, 320, 0, -64, 64);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
}

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 ww . j a v a 2 s.  c om
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.dgcgames.balloonblast.HelpScreen.java

License:Apache License

@Override
public void present(float deltaTime) {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();/*from w  w w . java  2s . c o m*/
    guiCam.apply(Gdx.gl10);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 1024, 768);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    //batcher.draw(Assets.arrow, 320, 0, -64, 64);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
}

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()} *//*w  w  w  .ja v  a  2  s.  c  om*/
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()}
 */// w  w w  .  java2  s.c om
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();

}

From source file:com.mrljdx.llk.HelpScreen.java

License:Apache License

public void draw(float deltaTime) {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();//from  w w w.j  a  va2  s . c  om
    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 480, 800);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    switch (helppage) {
    case 1:
        batcher.draw(Assets.helpscreen[0], 40, 800 - 680, 400, 600);
        break;
    case 2:
        batcher.draw(Assets.helpscreen[1], 40, 800 - 680, 400, 600);
        break;
    case 3:
        batcher.draw(Assets.helpscreen[2], 40, 800 - 680, 400, 600);
        break;
    }
    batcher.end();
    gl.glDisable(GL10.GL_BLEND);
}