Package com.badlogic.gdx.graphics

Examples of com.badlogic.gdx.graphics.GL10.glMatrixMode()


  }

  private void setupMatrices () {
    if(!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
View Full Code Here


  private void setupMatrices () {
    if(!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
      if (customShader != null) {
        customShader.setUniformMatrix("u_proj", projectionMatrix);
View Full Code Here

  }

  private void setupMatrices () {
    if (!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
View Full Code Here

  private void setupMatrices () {
    if (!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
      if (customShader != null) {
        customShader.setUniformMatrix("u_projTrans", combinedMatrix);
View Full Code Here

  }

  private void setupMatrices () {
    if (!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
View Full Code Here

  private void setupMatrices () {
    if (!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
      if (customShader != null) {
        customShader.setUniformMatrix("u_projTrans", combinedMatrix);
View Full Code Here

    if (Gdx.graphics.isGL20Available() == false) {
      GL10 gl = Gdx.gl10;
      gl.glDepthMask(false);
      gl.glEnable(GL10.GL_TEXTURE_2D);

      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);

      mesh.bind();
View Full Code Here

      gl.glDepthMask(false);
      gl.glEnable(GL10.GL_TEXTURE_2D);

      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);

      mesh.bind();
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
View Full Code Here

  }

  private void setupMatrices () {
    if (!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
View Full Code Here

  private void setupMatrices () {
    if (!Gdx.graphics.isGL20Available()) {
      GL10 gl = Gdx.gl10;
      gl.glMatrixMode(GL10.GL_PROJECTION);
      gl.glLoadMatrixf(projectionMatrix.val, 0);
      gl.glMatrixMode(GL10.GL_MODELVIEW);
      gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);
      if (customShader != null) {
        customShader.setUniformMatrix("u_proj", projectionMatrix);
View Full Code Here

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