Package javax.media.opengl

Examples of javax.media.opengl.GL.glDepthMask()


      gl.glColor3f(1,1,1);
      gl.glEnable(GL.GL_COLOR_MATERIAL);
      gl.glDisable(GL.GL_TEXTURE_2D);
      gl.glDisable(GL.GL_DEPTH);

      gl.glDepthMask(false);
     
      gl.glEnable (GL.GL_BLEND);
      gl.glBlendFunc (GL.GL_SRC_ALPHA,
          GL.GL_ONE_MINUS_SRC_ALPHA);
      // draw markers
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        gl.glDrawPixels(marker.getIcon().getWidth(), marker.getIcon().getHeight(), GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, marker.getIconBuffer());
//        gl.glBitmap(0, 0, 0, 0, icon.getWidth()/2, 0, null); // move raster position
//        glut.glutBitmapString(GLUT.BITMAP_HELVETICA_10, "TestTestTest");
      }

      gl.glDepthMask(true);
    }
  }

  public GLMain3D getGlmain3d() {
    return glmain3d;
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    void setDepthBufferWriteEnable(Context ctx, boolean mode) {
        if (VERBOSE) System.err.println("JoglPipeline.setDepthBufferWriteEnable()");

        GL gl = context(ctx).getGL();
        if (mode) {
            gl.glDepthMask(true);
        } else {
            gl.glDepthMask(false);
        }
    }
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        GL gl = context(ctx).getGL();
        if (mode) {
            gl.glDepthMask(true);
        } else {
            gl.glDepthMask(false);
        }
    }

    //----------------------------------------------------------------------
    // Helper private functions for Canvas3D
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    private static void enableWrite(final boolean enable, final ZBufferStateRecord record) {
        final GL gl = GLU.getCurrentGL();

        if (enable != record.writable || !record.isValid()) {
            gl.glDepthMask(enable);
            record.writable = enable;
        }
    }
}
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//      /*
      gl.glClearStencil(0);
      gl.glColorMask(false,false,false,false);
      gl.glDisable(GL.GL_BLEND);
     
      gl.glDepthMask(false);//remove..?
     
      //FIXME do this for non-zero rule?
//      gl.glColorMask(true,true,true,true);
//      gl.glEnable (GL.GL_BLEND);
//      gl.glDepthMask(true);//remove..?
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//        gl.glEnd();
       
//        gl.glDrawArrays(GL.GL_TRIANGLE_FAN, 0, vertBuff.capacity()/3);
//      */
      //////////////////////////////////////
      gl.glDepthMask(true);
     
        gl.glEnable (GL.GL_BLEND);
        gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
      //////////////////////
      // Draw fill    //
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