Package com.badlogic.gdx.graphics.g3d.attributes

Examples of com.badlogic.gdx.graphics.g3d.attributes.DepthTestAttribute


      else if ((t & IntAttribute.CullFace) == IntAttribute.CullFace)
        cullFace = ((IntAttribute)attr).value;
      else if ((t & FloatAttribute.AlphaTest) == FloatAttribute.AlphaTest)
        set(u_alphaTest, ((FloatAttribute)attr).value);
      else if ((t & DepthTestAttribute.Type) == DepthTestAttribute.Type) {
        DepthTestAttribute dta = (DepthTestAttribute)attr;
        depthFunc = dta.depthFunc;
        depthRangeNear = dta.depthRangeNear;
        depthRangeFar = dta.depthRangeFar;
        depthMask = dta.depthMask;
      }
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      final long t = attr.type;
      if (BlendingAttribute.is(t)) {
        context.setBlending(true, ((BlendingAttribute)attr).sourceFunction, ((BlendingAttribute)attr).destFunction);
      }
      else if ((t & DepthTestAttribute.Type) == DepthTestAttribute.Type) {
        DepthTestAttribute dta = (DepthTestAttribute)attr;
        depthFunc = dta.depthFunc;
        depthRangeNear = dta.depthRangeNear;
        depthRangeFar = dta.depthRangeFar;
        depthMask = dta.depthMask;
      }
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      } else if ((t & IntAttribute.CullFace) == IntAttribute.CullFace)
        cullFace = ((IntAttribute)attr).value;
      else if ((t & FloatAttribute.AlphaTest) == FloatAttribute.AlphaTest)
        set(u_alphaTest, ((FloatAttribute)attr).value);
      else if ((t & DepthTestAttribute.Type) == DepthTestAttribute.Type) {
        DepthTestAttribute dta = (DepthTestAttribute)attr;
        depthFunc = dta.depthFunc;
        depthRangeNear = dta.depthRangeNear;
        depthRangeFar = dta.depthRangeFar;
        depthMask = dta.depthMask;
      } else if (!config.ignoreUnimplemented) throw new GdxRuntimeException("Unknown material attribute: " + attr.toString());
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  protected Renderable allocRenderable(){
    Renderable renderable = new Renderable();
    renderable.primitiveType = GL20.GL_TRIANGLES;
    renderable.meshPartOffset = 0;
    renderable.material = new Materialnew BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f),
      new DepthTestAttribute(GL20.GL_LEQUAL, false),
      TextureAttribute.createDiffuse(texture));
    renderable.mesh = new Mesh(false, MAX_VERTICES_PER_MESH, MAX_PARTICLES_PER_MESH*6, currentAttributes);
    renderable.mesh.setIndices(indices);
    renderable.shader = shader;
    return renderable;
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  protected void allocRenderable(){
    renderable = new Renderable();
    renderable.primitiveType = GL20.GL_POINTS;
    renderable.meshPartOffset = 0;
    renderable.material = new Materialnew BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f),
      new DepthTestAttribute(GL20.GL_LEQUAL, false),
      TextureAttribute.createDiffuse(null));
  }
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