List of usage examples for org.lwjgl.opengl GL11 glClear
public static void glClear(@NativeType("GLbitfield") int mask)
From source file:bd.ac.seu.lwjgldemo.Renderer.java
private void drawSomething() { GL11.glClearColor(0, 0, 0, 1);/*w w w . j a va 2 s. c o m*/ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glColor3f(1, 1, 0); GL11.glPushMatrix(); GL11.glRotatef(angle, 0, 0, 1); /* GL11.glBegin(GL11.GL_QUADS); for (int row = 0; row < vertices.length; row = row + 3) { double x = vertices[row]; double y = vertices[row + 1]; double z = vertices[row + 2]; GL11.glVertex3d(x, y, z); } GL11.glEnd(); */ GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); // Draw the vertices GL11.glDrawArrays(GL11.GL_QUADS, 0, vertices.length / 3); // Put everything back to default (deselect) GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL11.glPopMatrix(); angle = angle + .10f; frameCounter++; long currentTime = System.nanoTime(); long timeDifference = currentTime - lastTime; double fps = 1000000000.0 / timeDifference; System.out.printf("FPS: %.3f\n", fps); lastTime = currentTime; }
From source file:br.com.perin.renderEngine.Renderer.java
public void prepare() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glClearColor(1, 0, 0, 1); }
From source file:br.org.archimedes.gui.opengl.OpenGLWrapper.java
License:Open Source License
/** * Clears the OpenGL canvas./* w w w . j a v a 2s . c om*/ */ public void clear() { Color currentBkColor = br.org.archimedes.Utils.getWorkspace().getBackgroundColor(); GL11.glClearColor((float) currentBkColor.getR(), (float) currentBkColor.getG(), (float) currentBkColor.getB(), 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); resize(); }
From source file:cellularautomata.CellularAutomata.java
public static void gameLoop(TrueTypeFont trueTypeTitleFont, TrueTypeFont trueTypeDimensionsFont, TrueTypeFont trueTypePaintBrushFont) { while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); int indexX = (int) Math.ceil((Mouse.getX() - 90) / 62); int indexY = 5 - ((int) Math.ceil(Mouse.getY() / 86)); if (menuState == 6 && screenState == 1) { int dwheel = Mouse.getDWheel(); if (dwheel < 0 && indexY < 6 && indexY >= 0 && indexX < 10 && indexX >= 0) { if (path[indexY][indexX] < 6) { path[indexY][indexX]++; }/*from ww w. jav a2s.c om*/ } else if (dwheel > 0 && indexY < 6 && indexY >= 0 && indexX < 10 && indexX >= 0) { if (path[indexY][indexX] > 1) { path[indexY][indexX]--; } } } if (screenState == 2) { int dwheel = Mouse.getDWheel(); if (dwheel < 0 && currentRound > 0) { currentRound--; } else if (dwheel > 0) { updateAlive(); } } input(trueTypeTitleFont); if (screenState == 0) { drawTitle(trueTypeTitleFont, trueTypePaintBrushFont, trueTypeDimensionsFont); } if (screenState == 1) { drawMenuLoop(trueTypeTitleFont, trueTypeDimensionsFont, trueTypePaintBrushFont); } if (screenState == 2) { drawBoard(); } Display.update(); Display.sync(60); } Display.destroy(); }
From source file:chessMod.client.ChessModDrawBlockHighlightHandler.java
License:LGPL
public static void highlightTile(EntityPlayer player, double x, double y, double z, float partialTicks) { x += 0.5D;/*from w w w .j a v a2 s .c o m*/ y += 0.5D; z += 0.5D; double iPX = player.prevPosX + (player.posX - player.prevPosX) * partialTicks; double iPY = player.prevPosY + (player.posY - player.prevPosY) * partialTicks; double iPZ = player.prevPosZ + (player.posZ - player.prevPosZ) * partialTicks; float xScale = 1.0F; float yScale = 1; float zScale = 1.0F; float xShift = 0.0F; float yShift = 0.01F; float zShift = 0.0F; GL11.glDepthMask(false); GL11.glDisable(GL11.GL_CULL_FACE); for (int i = 4; i < 5; i++) { ForgeDirection forgeDir = ForgeDirection.getOrientation(i); int zCorrection = i == 2 ? -1 : 1; GL11.glPushMatrix(); GL11.glTranslated(-iPX + x + xShift, -iPY + y + yShift, -iPZ + z + zShift); GL11.glScalef(1F * xScale, 1F * yScale, 1F * zScale); GL11.glRotatef(90, forgeDir.offsetX, forgeDir.offsetY, forgeDir.offsetZ); GL11.glTranslated(0, 0, 0.5f * zCorrection); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); drawQuad(-0.5F, -0.5F, 1F, 1F, 0F); GL11.glPopMatrix(); } GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(true); }
From source file:code.elix_x.excore.utils.client.render.wtw.WTWRenderer.java
License:Apache License
@SubscribeEvent(priority = EventPriority.LOW) public static void renderWorldLast(RenderWorldLastEvent event) { GL11.glClearStencil(0);/*from w ww . j a v a 2 s. com*/ GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT); INSTANCE.run(); }
From source file:colonialdisplay.AntDisplayGL.java
@Override protected void renderGL() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glPushMatrix(); { drawBackground(); drawForeGround(); } GL11.glPopMatrix(); }
From source file:com.a2client.corex.Render.java
License:Open Source License
static public void Clear(boolean color, boolean depth) { setDepthWrite(true);//from ww w . j av a 2 s .c om int mask = 0; if (color) mask += GL11.GL_COLOR_BUFFER_BIT; if (depth) mask += GL11.GL_DEPTH_BUFFER_BIT; GL11.glClear(mask); }
From source file:com.a2client.utils3d.SceneCombi.java
License:Open Source License
public void RenderSkeleton() { if (node == null) return;/*from ww w . j a va 2 s. c om*/ GL11.glClear(GL_DEPTH_BUFFER_BIT); Render.Mode = Const.RENDER_MODE.rmOpaque; ARBShaderObjects.glUseProgramObjectARB(0); skeleton_material.bind(); node.onRenderSkeleton(); }
From source file:com.adavr.player.example.DummyHMDRenderContext.java
License:Open Source License
@Override public void loop() { Matrix4f viewMatrix = new Matrix4f(); viewMatrix = viewMatrix.translate(cameraPos); Matrix4f modelMatrix = new Matrix4f(); modelMatrix = modelMatrix.scale(modelScale).translate(modelPos); // TODO: Rotate Matrix4f modelViewMatrix = viewMatrix.mult(modelMatrix); ctx.updateMatrix(projectionMatrix, modelViewMatrix); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); ctx.loop();/* w w w .j av a 2 s . c o m*/ }