Package com.badlogic.gdx.graphics

Examples of com.badlogic.gdx.graphics.GLCommon.glDisable()


    idx = 0;
    drawing = false;

    GLCommon gl = Gdx.gl;
    gl.glDepthMask(true);
    if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_TEXTURE_2D);

    if (Gdx.graphics.isGL20Available()) {
      if (customShader != null)
        customShader.end();
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    drawing = false;

    GLCommon gl = Gdx.gl;
    gl.glDepthMask(true);
    if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_TEXTURE_2D);

    if (Gdx.graphics.isGL20Available()) {
      if (customShader != null)
        customShader.end();
      else
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    lastTexture = null;
    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
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      if (customShader != null)
        customShader.end();
      else
        shader.end();
    } else {
      gl.glDisable(GL10.GL_TEXTURE_2D);
    }
  }

  /** Sets the color used to tint images when they are added to the SpriteBatch. Default is {@link Color#WHITE}. */
  public void setColor (Color tint) {
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    lastTexture = null;
    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
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      if (customShader != null)
        customShader.end();
      else
        shader.end();
    } else {
      gl.glDisable(GL10.GL_TEXTURE_2D);
    }
  }

  /** Sets the color used to tint images when they are added to the PolygonSpriteBatch. Default is {@link Color#WHITE}. */
  public void setColor (Color tint) {
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    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
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      if (customShader != null)
        customShader.end();
      else
        shader.end();
    } else {
      gl.glDisable(GL10.GL_TEXTURE_2D);
    }
  }

  /** Sets the color used to tint images when they are added to the SpriteBatch. Default is {@link Color#WHITE}. */
  public void setColor (Color tint) {
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