Examples of glDepthMask()


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

  public void begin () {
    if (drawing) throw new IllegalStateException("end must be called before begin.");

    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);
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Examples of com.badlogic.gdx.graphics.GL10.glDepthMask()

      mesh.bind();
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);

      GL20 gl = Gdx.gl20;
      gl.glDepthMask(false);

      if (customShader != null) {
        customShader.begin();
        customShader.setUniformMatrix("u_proj", projectionMatrix);
        customShader.setUniformMatrix("u_trans", transformMatrix);
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Examples of com.badlogic.gdx.graphics.GL10.glDepthMask()

    if (!drawing) throw new IllegalStateException("begin must be called before end.");
    drawing = false;

    if (Gdx.graphics.isGL20Available() == false) {
      GL10 gl = Gdx.gl10;
      gl.glDepthMask(true);
      gl.glDisable(GL10.GL_TEXTURE_2D);
      mesh.unbind();
    } else {
      shader.end();
      GL20 gl = Gdx.gl20;
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Examples of com.badlogic.gdx.graphics.GL10.glDepthMask()

      gl.glDisable(GL10.GL_TEXTURE_2D);
      mesh.unbind();
    } else {
      shader.end();
      GL20 gl = Gdx.gl20;
      gl.glDepthMask(true);
      if(customShader != null) mesh.unbind(customShader);
      else mesh.unbind(shader);
    }
  }
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Examples of com.badlogic.gdx.graphics.GL20.glDepthMask()

      mesh.bind();
    } else {
      combinedMatrix.set(projectionMatrix).mul(transformMatrix);

      GL20 gl = Gdx.gl20;
      gl.glDepthMask(false);

      if (customShader != null) {
        customShader.begin();
        customShader.setUniformMatrix("u_proj", projectionMatrix);
        customShader.setUniformMatrix("u_trans", transformMatrix);
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Examples of com.badlogic.gdx.graphics.GL20.glDepthMask()

      gl.glDisable(GL10.GL_TEXTURE_2D);
      mesh.unbind();
    } else {
      shader.end();
      GL20 gl = Gdx.gl20;
      gl.glDepthMask(true);
      if(customShader != null) mesh.unbind(customShader);
      else mesh.unbind(shader);
    }
  }
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Examples of com.badlogic.gdx.graphics.GL20.glDepthMask()

    if (!drawing) throw new IllegalStateException("begin must be called before end.");
    drawing = false;

    shader.end();
    GL20 gl = Gdx.gl20;
    gl.glDepthMask(true);
    if (customShader != null)
      mesh.unbind(customShader);
    else
      mesh.unbind(shader);
  }
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Examples of com.badlogic.gdx.graphics.GL20.glDepthMask()

    if (vertexIndex > 0) flush();
    lastTexture = null;
    drawing = false;

    GL20 gl = Gdx.gl;
    gl.glDepthMask(true);
    if (isBlendingEnabled()) gl.glDisable(GL20.GL_BLEND);

    if (customShader != null)
      customShader.end();
    else
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Examples of com.badlogic.gdx.graphics.GL20.glDepthMask()

    if (idx > 0) flush();
    lastTexture = null;
    drawing = false;

    GL20 gl = Gdx.gl;
    gl.glDepthMask(true);
    if (isBlendingEnabled()) gl.glDisable(GL20.GL_BLEND);

    if (customShader != null)
      customShader.end();
    else
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Examples of com.badlogic.gdx.graphics.GL20.glDepthMask()

    if (!drawing) throw new IllegalStateException("begin must be called before end.");
    drawing = false;

    shader.end();
    GL20 gl = Gdx.gl20;
    gl.glDepthMask(true);
    if (customShader != null)
      mesh.unbind(customShader);
    else
      mesh.unbind(shader);
  }
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