Package javax.media.opengl

Examples of javax.media.opengl.GL2.glDisable()


        if ((polygonOffsetFactor != 0.0) || (polygonOffset != 0.0)) {
            switch (polygonMode) {
                case PolygonAttributes.POLYGON_POINT:
                    gl.glEnable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
                    break;
                case PolygonAttributes.POLYGON_LINE:
                    gl.glEnable(GL2.GL_POLYGON_OFFSET_LINE);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
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                    gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
                    break;
                case PolygonAttributes.POLYGON_LINE:
                    gl.glEnable(GL2.GL_POLYGON_OFFSET_LINE);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
                    break;
                case PolygonAttributes.POLYGON_FILL:
                    gl.glEnable(GL.GL_POLYGON_OFFSET_FILL);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
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                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
                    break;
                case PolygonAttributes.POLYGON_LINE:
                    gl.glEnable(GL2.GL_POLYGON_OFFSET_LINE);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
                    break;
                case PolygonAttributes.POLYGON_FILL:
                    gl.glEnable(GL.GL_POLYGON_OFFSET_FILL);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
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                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
                    break;
                case PolygonAttributes.POLYGON_FILL:
                    gl.glEnable(GL.GL_POLYGON_OFFSET_FILL);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
                    break;
            }
        } else {
            gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
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                    gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
                    break;
                case PolygonAttributes.POLYGON_FILL:
                    gl.glEnable(GL.GL_POLYGON_OFFSET_FILL);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
                    break;
            }
        } else {
            gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
            gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
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                    gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
                    gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
                    break;
            }
        } else {
            gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
            gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
            gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
        }
    }
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                    gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
                    break;
            }
        } else {
            gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
            gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
            gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
        }
    }

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                    break;
            }
        } else {
            gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
            gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
            gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
        }
    }


    // ---------------------------------------------------------------------
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            resetTexture(gl, ctx);
        }

        // clean up if we turned on normalize
        if (isNonUniformScale) {
            gl.glDisable(GL2.GL_NORMALIZE);
        }
    }


    private void executeIndexedGeometryArrayVA(Context absCtx,
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        unlockArray(gl);

        // clean up if we turned on normalize
        if (isNonUniformScale) {
            gl.glDisable(GL2.GL_NORMALIZE);
        }

        if (vattrDefined) {
            resetVertexAttrs(gl, ctx, vertexAttrCount);
        }
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