public void glClear (int mask) { GL11.glClear(mask); }
private void createWindow(Lwjgl3Window window, Lwjgl3ApplicationConfiguration config, long sharedContext) { long windowHandle = createGlfwWindow(config, sharedContext); window.create(windowHandle); window.setVisible(config.initialVisible); for (int i = 0; i < 2; i++) { GL11.glClearColor(config.initialBackgroundColor.r, config.initialBackgroundColor.g, config.initialBackgroundColor.b, config.initialBackgroundColor.a); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GLFW.glfwSwapBuffers(windowHandle); } }
public static void clearScreen() { glClearColor(0.0f,0.0f,0.0f,1.0f); glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
@Override public void depthBufferClear(final float depth) throws JCGLException, JCGLExceptionNoDepthBuffer { this.checkDepthBits(); GL11.glClearDepth((double) depth); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); }
@Override public void stencilBufferClear(final int stencil) throws JCGLException, JCGLExceptionNoStencilBuffer { this.checkStencilBits(); GL11.glClearStencil(stencil); GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT); }
private void createWindow(Lwjgl3Window window, Lwjgl3ApplicationConfiguration config, long sharedContext) { long windowHandle = createGlfwWindow(config, sharedContext); window.create(windowHandle); window.setVisible(config.initialVisible); for (int i = 0; i < 2; i++) { GL11.glClearColor(config.initialBackgroundColor.r, config.initialBackgroundColor.g, config.initialBackgroundColor.b, config.initialBackgroundColor.a); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GLFW.glfwSwapBuffers(windowHandle); } }
public void glClear (int mask) { GL11.glClear(mask); }
@Override public void depthBufferClear(final float depth) throws JCGLException, JCGLExceptionNoDepthBuffer { this.checkDepthBits(); GL11.glClearDepth((double) depth); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); }
public void glClear (int mask) { GL11.glClear(mask); }
public void glClear (int mask) { GL11.glClear(mask); }
@Override public void clear() { log.fine("clear()"); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
/** * Clears the buffers selected by the mask provided in setRequiredObjects, with default values. * <p> * This method is executed within a NodeTask in the Render Tasklist. */ @Override public void process() { glClear(clearingMask); }
private void createWindow(Lwjgl3Window window, Lwjgl3ApplicationConfiguration config, long sharedContext) { long windowHandle = createGlfwWindow(config, sharedContext); window.create(windowHandle); window.setVisible(config.initialVisible); for (int i = 0; i < 2; i++) { GL11.glClearColor(config.initialBackgroundColor.r, config.initialBackgroundColor.g, config.initialBackgroundColor.b, config.initialBackgroundColor.a); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GLFW.glfwSwapBuffers(windowHandle); } }
@Override public void glClear(final int mask) { GL11.glClear(mask); }
public void glClear(int param1) { GL11.glClear(param1); }
@Override public void prepareToRender() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); }
private void renderFinalStereoImage(RenderingStage renderingStage) { // TODO: verify if we can use glCopyTexSubImage2D instead of pass-through shaders, // TODO: in terms of code simplicity and performance. switch (renderingStage) { case LEFT_EYE: vrProvider.updateState(); leftEyeFbo.bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderFullscreenQuad(); break; case RIGHT_EYE: rightEyeFbo.bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderFullscreenQuad(); vrProvider.submitFrame(); GL11.glFinish(); break; } // Bind the default FBO. The DAG does not recognize that this node has // bound a different FBO, so as far as it is concerned, FBO 0 is still // bound. As a result, without the below line, the image is only copied // to the HMD - not to the screen as we would like. To get around this, // we bind the default FBO here at the end. This is a bit brittle // because it assumes that FBO 0 is bound before this node is run. // TODO: break this node into two different nodes that use addDesiredStateChange(BindFbo...)) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } }
material.setMatrix4("posMatrix", translateTransform); glEnable(GL11.GL_DEPTH_TEST); glClear(GL11.GL_DEPTH_BUFFER_BIT); glMatrixMode(GL11.GL_MODELVIEW); glPushMatrix();