/** * Enforce a particular state. In other words, the given state will override any state of the same type set on a * scene object. Remember to clear the state when done enforcing. Very useful for multipass techniques where * multiple sets of states need to be applied to a scenegraph drawn multiple times. * * @param state * state to enforce */ public void setPassState(final RenderState state) { _passStates.put(state.getType(), state); }
/** * Enforce a particular state. In other words, the given state will override any state of the same type set on a * scene object. Remember to clear the state when done enforcing. Very useful for multipass techniques where * multiple sets of states need to be applied to a scenegraph drawn multiple times. * * @param state * state to enforce */ public void setPassState(final RenderState state) { _passStates.put(state.getType(), state); }
/** * Enforce a particular state. In other words, the given state will override any state of the same type set on a * scene object. Remember to clear the state when done enforcing. Very useful for multipass techniques where * multiple sets of states need to be applied to a scenegraph drawn multiple times. * * @param state * state to enforce */ public void enforceState(final RenderState state) { _enforcedStates.put(state.getType(), state); }
/** * Enforce a particular state. In other words, the given state will override any state of the same type set on a * scene object. Remember to clear the state when done enforcing. Very useful for multipass techniques where * multiple sets of states need to be applied to a scenegraph drawn multiple times. * * @param state * state to enforce */ public void enforceState(final RenderState state) { _enforcedStates.put(state.getType(), state); }
/** * Enforce a particular state. In other words, the given state will override any state of the same type set on a * scene object. Remember to clear the state when done enforcing. Very useful for multipass techniques where * multiple sets of states need to be applied to a scenegraph drawn multiple times. * * @param state * state to enforce */ public void setPassState(final RenderState state) { _passStates.put(state.getType(), state); }
/** * Enforce a particular state. In other words, the given state will override any state of the same type set on a * scene object. Remember to clear the state when done enforcing. Very useful for multipass techniques where * multiple sets of states need to be applied to a scenegraph drawn multiple times. * * @param state * state to enforce */ public void setPassState(final RenderState state) { _passStates.put(state.getType(), state); }
public void enforceState(final RenderState state) { _enforcedStates.put(state.getType(), state); }
public void setEnforcedState(final RenderState state) { _states.put(state.getType(), state); }
public void setEnforcedState(final RenderState state) { _states.put(state.getType(), state); }
public void enforceState(final RenderState state) { _enforcedStates.put(state.getType(), state); }
public void enforceState(final RenderState state) { _enforcedStates.put(state.getType(), state); }
public void pop(final RenderState state) { final Stack<RenderState> stack = stacks.get(state.getType()); stack.pop(); }
public void pop(final RenderState state) { final Stack<RenderState> stack = stacks.get(state.getType()); stack.pop(); }
public void extract(final EnumMap<StateType, RenderState> states, final Spatial caller) { RenderState state; for (final Stack<RenderState> stack : stacks.values()) { if (!stack.isEmpty()) { state = stack.peek().extract(stack, caller); states.put(state.getType(), state); } } } };
public void extract(final EnumMap<StateType, RenderState> states, final Spatial caller) { RenderState state; for (final Stack<RenderState> stack : stacks.values()) { if (!stack.isEmpty()) { state = stack.peek().extract(stack, caller); states.put(state.getType(), state); } } } };
/** * <code>setRenderState</code> sets a render state for this node. Note, there can only be one render state per type * per node. That is, there can only be a single BlendState a single TextureState, etc. If there is already a render * state for a type set the old render state will be returned. Otherwise, null is returned. * * @param rs * the render state to add. * @return the old render state. */ public RenderState setRenderState(final RenderState rs) { if (rs == null) { return null; } final RenderState.StateType type = rs.getType(); final RenderState oldState = _renderStateList.get(type); _renderStateList.put(type, rs); markDirty(DirtyType.RenderState); return oldState; }
public void read(final InputCapsule capsule) throws IOException { final InputCapsule ic = capsule; _enabled = ic.readBoolean("enabled", true); final RenderState[] states = CapsuleUtils.asArray(ic.readSavableArray("passStates", null), RenderState.class); _passStates.clear(); if (states != null) { for (final RenderState state : states) { _passStates.put(state.getType(), state); } } } }
public void read(final InputCapsule capsule) throws IOException { final InputCapsule ic = capsule; _enabled = ic.readBoolean("enabled", true); final RenderState[] states = CapsuleUtils.asArray(ic.readSavableArray("passStates", null), RenderState.class); _passStates.clear(); if (states != null) { for (final RenderState state : states) { _passStates.put(state.getType(), state); } } } }