Example usage for org.lwjgl.opengl GL11 GL_DONT_CARE

List of usage examples for org.lwjgl.opengl GL11 GL_DONT_CARE

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 GL_DONT_CARE.

Prototype

int GL_DONT_CARE

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Usage

From source file:io.flob.blackheart.Level.java

License:Open Source License

public void tick() throws Exception {

    if (display_list_dirty) {
        load_display_list();// w w w  .  ja  v a 2 s .  com
    }

    ByteBuffer temp = ByteBuffer.allocateDirect(16);
    temp.order(ByteOrder.nativeOrder());
    float fog_colour[] = new float[] { 0f, 0f, 0f, 0f };
    GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP);
    temp.asFloatBuffer().put(fog_colour).flip();
    GL11.glFog(GL11.GL_FOG_COLOR, temp.asFloatBuffer());
    GL11.glFogf(GL11.GL_FOG_DENSITY, 0.25f);
    GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_DONT_CARE);
    GL11.glFogf(GL11.GL_FOG_START, 0);
    GL11.glFogf(GL11.GL_FOG_END, 200);

    _barry.tick();

    try {
        Collections.sort(objects_dynamic, this.sort_objects);
    } catch (Exception ex) {
        Output.error(ex.getMessage());
    }

    if (Debug.collision_boxs) {
        _game._core._display.flush_texture();
        for (int count = 0; count < objects_static.size(); count++) {
            if (objects_static.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_static.get(count);
                objcet.collision_box().render();
            }
        }
        for (int count = 0; count < objects_dynamic.size(); count++) {
            if (objects_dynamic.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_dynamic.get(count);
                objcet.collision_box().render();
            }
        }
        _barry.collision_box().render();
        _barry.ray_picker().collision_box().render();
    }

    GL11.glPushMatrix();
    _game._core._texture.game_atlas.bind();
    if (_game.anaglyph()) {
        GL11.glTranslatef(1 * 0.03f, 0, 0);
        GL11.glColorMask(true, false, false, true);
    }
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glCallList(display_list);
    for (int count = 0; count < objects_dynamic.size(); count++) {
        objects_dynamic.get(count).tick();
    }
    GL11.glEnd();
    if (_game.anaglyph()) {
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glColorMask(false, true, true, true);
        GL11.glTranslatef(-1 * 0.03f, 0, 0);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glCallList(display_list);
        for (int count = 0; count < objects_dynamic.size(); count++) {
            objects_dynamic.get(count)._render();
        }
        GL11.glEnd();
        GL11.glColorMask(true, true, true, true);
    }
    GL11.glPopMatrix();

    for (int count = 0; count < objects_dynamic.size(); count++) {
        if (objects_dynamic.get(count).IRemove()) {
            objects_dynamic.remove(count);
        }
    }

    _hud.tick();

    if (_barry.health() <= 0) {
        _game._core.state(_game._core._game_dead);
    }
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setFogHint() {
    GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR);
    GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_DONT_CARE);
}

From source file:uk.co.hexeption.darkforge.utils.render.GLUtils.java

License:Open Source License

public static void disableGL2D() {

    GL11.glEnable(GL11.GL_TEXTURE_2D);//  w w w.  ja v  a2  s  .  com
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LINE_SMOOTH);
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_DONT_CARE);
    GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_DONT_CARE);
}