@Override public void doRender(final Renderer renderer) { // if there's nothing to do if (_spatials.size() == 0) { return; } // normal render _context.enforceState(_frontCull); super.doRender(renderer); // set up the render states // CullState.setFlippedCulling(true); _context.enforceState(_backCull); _context.enforceState(_wireframeState); _context.enforceState(_noLights); _context.enforceState(_noTexture); _context.enforceState(_blendState); // this will draw the wireframe super.doRender(renderer); // revert state changes // CullState.setFlippedCulling(false); _context.clearEnforcedStates(); }
_context.enforceState(_shadowTextureState); _context.enforceState(_discardShadowFragments); _context.enforceState(_shadowPassOffsetState);
_context.enforceState(_shadowTextureState); _context.enforceState(_discardShadowFragments); currentShader = _mainShader; _context.enforceState(currentShader);
context.enforceState(_tranparentCull); context.enforceState(_transparentZBuff); context.enforceState(oldZState); context.enforceState(oldCullState); } else { context.clearEnforcedState(StateType.Cull);
context.enforceState(_tranparentCull); context.enforceState(_transparentZBuff); context.enforceState(oldZState); context.enforceState(oldCullState); } else { context.clearEnforcedState(StateType.Cull);
ContextManager.getCurrentContext().enforceState(UIComponent._blendRGBmaxAlphaBlend); } else { ContextManager.getCurrentContext().enforceState(UIComponent._srcRGBmaxAlphaBlend);
ContextManager.getCurrentContext().enforceState(UIComponent._blendRGBmaxAlphaBlend); } else { ContextManager.getCurrentContext().enforceState(UIComponent._srcRGBmaxAlphaBlend);