public void glEnable (int cap) { GL11.glEnable(cap); }
public void glEnable (int cap) { GL11.glEnable(cap); }
public void glEnable (int cap) { GL11.glEnable(cap); }
public void glEnable (int cap) { GL11.glEnable(cap); }
@Override public void process() { glEnable(glParameter); } }
@Override public void glEnable(final int cap) { GL11.glEnable(cap); }
public void glEnable(int param1) { GL11.glEnable(param1); }
@Override public void postRender() { Iterator<Map.Entry<TextCacheKey, Map<Material, Mesh>>> textIterator = cachedText.entrySet().iterator(); while (textIterator.hasNext()) { Map.Entry<TextCacheKey, Map<Material, Mesh>> entry = textIterator.next(); if (!usedText.contains(entry.getKey())) { entry.getValue().values().forEach(Mesh::dispose); textIterator.remove(); } } usedText.clear(); Iterator<Map.Entry<TextureCacheKey, Mesh>> textureIterator = cachedTextures.entrySet().iterator(); while (textureIterator.hasNext()) { Map.Entry<TextureCacheKey, Mesh> entry = textureIterator.next(); if (!usedTextures.contains(entry.getKey())) { entry.getValue().dispose(); textureIterator.remove(); } } usedTextures.clear(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); }
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); }
public void renderSolidLocally() { CoreRegistry.get(ShaderManager.class).enableDefault(); if (displayListSolid == -1) { generateDisplayListSolid(); } glEnable(GL_BLEND); glPushMatrix(); glTranslated(0f, aabb.getCenter().y, 0f); glScalef(1.5f, 1.5f, 1.5f); glCallList(displayListSolid); glPopMatrix(); glDisable(GL_BLEND); }
glEnable(GL_DEPTH_TEST);
@Override public void renderOverlay() { if (entityToRegionOutlineMap.isEmpty()) { return; // skip everything if there is nothing to do to avoid possibly costly draw mode changes } glDisable(GL_DEPTH_TEST); glLineWidth(2); Vector3f cameraPosition = worldRenderer.getActiveCamera().getPosition(); FloatBuffer tempMatrixBuffer44 = BufferUtils.createFloatBuffer(16); FloatBuffer tempMatrixBuffer33 = BufferUtils.createFloatBuffer(12); material.setFloat("sunlight", 1.0f, true); material.setFloat("blockLight", 1.0f, true); material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix()); Vector3f worldPos = new Vector3f(); Vector3f worldPositionCameraSpace = new Vector3f(); worldPositionCameraSpace.sub(worldPos, cameraPosition); Matrix4f matrixCameraSpace = new Matrix4f(new Quat4f(0, 0, 0, 1), worldPositionCameraSpace, 1.0f); Matrix4f modelViewMatrix = MatrixUtils.calcModelViewMatrix(worldRenderer.getActiveCamera().getViewMatrix(), matrixCameraSpace); MatrixUtils.matrixToFloatBuffer(modelViewMatrix, tempMatrixBuffer44); material.setMatrix4("worldViewMatrix", tempMatrixBuffer44, true); MatrixUtils.matrixToFloatBuffer(MatrixUtils.calcNormalMatrix(modelViewMatrix), tempMatrixBuffer33); material.setMatrix3("normalMatrix", tempMatrixBuffer33, true); for (RegionOutlineComponent regionOutline: entityToRegionOutlineMap.values()) { material.setFloat3("colorOffset", regionOutline.color.rf(), regionOutline.color.gf(), regionOutline.color.bf(), true); drawRegionOutline(regionOutline); } glEnable(GL_DEPTH_TEST); }
cropRegion.maxY() * uiScale); material.setMatrix4("posMatrix", translateTransform); glEnable(GL11.GL_DEPTH_TEST); glClear(GL11.GL_DEPTH_BUFFER_BIT); glMatrixMode(GL11.GL_MODELVIEW);
@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()); }
renderBone(skeletalMesh.rootBone, worldPos); glEnable(GL_DEPTH_TEST);
org.lwjgl.opengl.GL11.glEnable(org.lwjgl.opengl.GL30.GL_CLIP_DISTANCE0);
org.lwjgl.opengl.GL11.glEnable(org.lwjgl.opengl.GL30.GL_CLIP_DISTANCE0);