public void glBlendEquation (int mode) { GL14.glBlendEquation(mode); }
public void glBlendEquation (int mode) { GL14.glBlendEquation(mode); }
public void glBlendEquation (int mode) { GL14.glBlendEquation(mode); }
public void glBlendEquation (int mode) { GL14.glBlendEquation(mode); }
@Override public void glBlendEquation(int mode) { GL14.glBlendEquation(mode); }
@Override public void glBlendEquation(int mode) { GL14.glBlendEquation(mode); }
@Override public void glBlendEquation(int mode) { GL14.glBlendEquation(mode); }
@Override public void glBlendEquation(int mode) { GL14.glBlendEquation(mode); }
public void glBlendEquation (int mode) { GL14.glBlendEquation(mode); }
public void glBlendEquation (int mode) { GL14.glBlendEquation(mode); }
@Override public void setBlendEquation(int mode) { try { GL14.glBlendEquation(blendModeToGL[mode]); } catch (IllegalStateException e) { log.warn("VideoEngine: " + e.getMessage()); } }
public static void finishRender(BufferBuilder buffer) { Tessellator.getInstance().draw(); buffer.setTranslation(0, 0, 0); GL14.glBlendEquation(GL14.GL_FUNC_ADD); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); GlStateManager.depthMask(true); GL11.glDisable(GL_POLYGON_OFFSET_FILL); GlStateManager.enableDepth(); GlStateManager.enableTexture2D(); }
private void initLightRendering() { // Bind scene buffer glBindFramebuffer(GL_FRAMEBUFFER, sceneBuffer.getBufferId()); // Clear G-Buffer clear(); // Disable depth testing to allow the drawing of multiple layers with the same depth glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); // Bind GBuffer for reading glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.getGBufferId()); }
GL14.glBlendEquation(GL_FUNC_ADD); GL14.glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); drawCircle(0.1f, Color.GREEN, Color.GREEN); GL14.glBlendEquation(GL_FUNC_ADD);
public static BufferBuilder beginRender() { GlStateManager.enableAlpha(); GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.enableCull(); GlStateManager.cullFace(GlStateManager.CullFace.BACK); GlStateManager.depthMask(false); GL11.glEnable(GL_POLYGON_OFFSET_FILL); GL11.glPolygonOffset(-0.1f, -0.1f); GlStateManager.color(1, 1, 1, 1); GlStateManager.shadeModel(GL11.GL_SMOOTH); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE); GL14.glBlendEquation(GL14.GL_FUNC_SUBTRACT); BufferBuilder buffer = Tessellator.getInstance().getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL); buffer.setTranslation(-TileEntityRendererDispatcher.staticPlayerX, -TileEntityRendererDispatcher.staticPlayerY, -TileEntityRendererDispatcher.staticPlayerZ); return buffer; }