public void glBlendFunc (int sfactor, int dfactor) { GL11.glBlendFunc(sfactor, dfactor); }
public void glBlendFunc (int sfactor, int dfactor) { GL11.glBlendFunc(sfactor, dfactor); }
public void glBlendFunc (int sfactor, int dfactor) { GL11.glBlendFunc(sfactor, dfactor); }
public void glBlendFunc (int sfactor, int dfactor) { GL11.glBlendFunc(sfactor, dfactor); }
@Override public void process() { glBlendFunc(sourceFactor, destinationFactor); } }
@Override public void glBlendFunc(final int sfactor, final int dfactor) { GL11.glBlendFunc(sfactor, dfactor); }
public void glBlendFunc(int param1, int param2) { GL11.glBlendFunc(param1, param2); }
public void beginRenderOverlay() { if (effectsTexture == null || !effectsTexture.isLoaded()) { return; } defaultTextured.activateFeature(ShaderProgramFeature.FEATURE_ALPHA_REJECT); defaultTextured.enable(); glBindTexture(GL11.GL_TEXTURE_2D, effectsTexture.getId()); glEnable(GL11.GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); }
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@Override public void preRender() { glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 0, 2048f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); modelView = new Matrix4f(); modelView.setIdentity(); modelView.setTranslation(new Vector3f(0, 0, -1024f)); MatrixUtils.matrixToFloatBuffer(modelView, matrixBuffer); glLoadMatrix(matrixBuffer); matrixBuffer.rewind(); glScalef(uiScale, uiScale, uiScale); requestedCropRegion = Rect2i.createFromMinAndSize(0, 0, Display.getWidth(), Display.getHeight()); currentTextureCropRegion = requestedCropRegion; textureMat.setFloat4(CROPPING_BOUNDARIES_PARAM, requestedCropRegion.minX(), requestedCropRegion.maxX(), requestedCropRegion.minY(), requestedCropRegion.maxY()); }
@Override public void glBlendFunc(int src, int dst) { GL11.glBlendFunc(src, dst); }
private static void renderPlayerLook(EntityPlayer player, ItemStack stack) { List<BlockPos> coords = ItemAstrolabe.getBlocksToPlace(stack, player); if (ItemAstrolabe.hasBlocks(stack, player, coords)) { Block block = ItemAstrolabe.getBlock(stack); int meta = ItemAstrolabe.getBlockMeta(stack); GL11.glPushMatrix(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); ShaderHelper.useShader(ShaderHelper.alpha, shader -> { int alpha = ARBShaderObjects.glGetUniformLocationARB(shader, "alpha"); ARBShaderObjects.glUniform1fARB(alpha, 0.4F); }); for(BlockPos coord : coords) renderBlockAt(block, meta, coord); ShaderHelper.releaseShader(); GL11.glPopMatrix(); } }
public void enable(){ glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); }
public void restoreState() { glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (opts.cullFace) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } }
public void restoreState() { glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (opts.cullFace) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } }
public void restoreState() { glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (opts.cullFace) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } }
public void restoreState() { glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (opts.cullFace) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } }
public void restoreState() { glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (opts.cullFace) { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } }
public LWJGL15DrawContext(GLCapabilities glcaps, boolean debug) { this.glcaps = glcaps; if(debug) debugOutput = new LWJGLDebugOutput(this); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); init(); }