List of usage examples for org.lwjgl.opengl GL11 glClear
public static void glClear(@NativeType("GLbitfield") int mask)
From source file:zildo.fwk.gfx.filter.BlurFilter.java
License:Open Source License
@Override public void preFilter() { // Copy last texture in TexBuffer fbo.bindToTextureAndDepth(texBuffer[currentImage], depthTextureID, fboId); fbo.startRendering(fboId, sizeX, sizeY); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer }
From source file:zildo.fwk.opengl.compatibility.FBOHardware.java
License:Open Source License
@Override public void startRendering(int myFBOId, int sizeX, int sizeY) { EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, myFBOId); GL11.glPushAttrib(GL11.GL_VIEWPORT_BIT); GL11.glViewport(0, 0, Zildo.viewPortX, Zildo.viewPortY); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:zildo.fwk.opengl.OpenGLZildo.java
License:Open Source License
@Override public void render(boolean p_clientReady) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear // The//w w w.j av a 2s.c om // Screen // And // The // Depth // Buffer GL11.glLoadIdentity(); // Reset The Projection Matrix // invert the y axis, down is positive float zz = z * 5.0f; if (zz != 0.0f) { GL11.glTranslatef(-zoomPosition.getX() * zz, zoomPosition.getY() * zz, 0.0f); } GL11.glScalef(1 + zz, -1 - zz, 1); if (ClientEngineZildo.filterCommand != null) { ClientEngineZildo.filterCommand.doPreFilter(); } clientEngineZildo.renderFrame(awt); if (!p_clientReady && !awt) { clientEngineZildo.renderMenu(); } if (ClientEngineZildo.filterCommand != null) { ClientEngineZildo.filterCommand.doFilter(); ClientEngineZildo.filterCommand.doPostFilter(); } if (framerate != 0) { Display.sync(framerate); } if (!awt) { Display.update(); } }
From source file:zildo.platform.filter.LwjglBilinearFilter.java
License:Open Source License
@Override public void preFilter() { graphicStuff.fbo.startRendering(fboId, sizeX, sizeY); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer }
From source file:zildo.platform.filter.LwjglBlendFilter.java
License:Open Source License
@Override public void preFilter() { // Copy last texture in TexBuffer graphicStuff.fbo.bindToTexture(textureID, fboId); graphicStuff.fbo.startRendering(fboId, sizeX, sizeY); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer }
From source file:zildo.platform.filter.LwjglBlurFilter.java
License:Open Source License
@Override public void preFilter() { // Copy last texture in TexBuffer graphicStuff.fbo.bindToTexture(texBuffer[currentImage], fboId); graphicStuff.fbo.startRendering(fboId, sizeX, sizeY); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer }
From source file:zildo.platform.opengl.LwjglOpenGLGestion.java
License:Open Source License
@Override public void render(boolean p_clientReady) { // Clear the screen and the depth buffer GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // Reset The Projection Matrix // invert the y axis, down is positive float zz = z * 5.0f; if (zz != 0.0f) { GL11.glTranslatef(-zoomPosition.getX() * zz, zoomPosition.getY() * zz, 0.0f); }/*from w w w.j a v a 2s . co m*/ GL11.glScalef(1 + zz, -1 - zz, 1); if (ClientEngineZildo.filterCommand != null) { ClientEngineZildo.filterCommand.doPreFilter(); } clientEngineZildo.renderFrame(awt); /* if (!p_clientReady && !awt) { clientEngineZildo.renderMenu(); } */ for (GameStage stage : ClientEngineZildo.getClientForGame().getCurrentStages()) { stage.renderGame(); } if (ClientEngineZildo.filterCommand != null) { ClientEngineZildo.filterCommand.doFilter(); ClientEngineZildo.filterCommand.doPostFilter(); } if (framerate != 0) { Display.sync(framerate); } if (!awt) { Display.update(); } }
From source file:zsawyer.mods.stereoscopic3d.MinecraftCopy.java
License:Open Source License
/** * Displays a new screen.// w w w . j ava2s. c o m */ public static void loadScreen() throws LWJGLException { ScaledResolution var1 = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight); GL11.glClear(16640); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0.0D, var1.getScaledWidth_double(), var1.getScaledHeight_double(), 0.0D, 1000.0D, 3000.0D); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, 0.0F, -2000.0F); GL11.glViewport(0, 0, mc.displayWidth, mc.displayHeight); GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_FOG); Tessellator var2 = Tessellator.instance; GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture("/title/mojang.png")); var2.startDrawingQuads(); var2.setColorOpaque_I(16777215); var2.addVertexWithUV(0.0D, (double) mc.displayHeight, 0.0D, 0.0D, 0.0D); var2.addVertexWithUV((double) mc.displayWidth, (double) mc.displayHeight, 0.0D, 0.0D, 0.0D); var2.addVertexWithUV((double) mc.displayWidth, 0.0D, 0.0D, 0.0D, 0.0D); var2.addVertexWithUV(0.0D, 0.0D, 0.0D, 0.0D, 0.0D); var2.draw(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); var2.setColorOpaque_I(16777215); short var3 = 256; short var4 = 256; mc.scaledTessellator((var1.getScaledWidth() - var3) / 2, (var1.getScaledHeight() - var4) / 2, 0, 0, var3, var4); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_FOG); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); Display.swapBuffers(); }
From source file:zsawyer.mods.stereoscopic3d.renderers.StencilingRenderer.java
License:Open Source License
protected void prepareStencilBuffer() { GL11.glDrawBuffer(GL11.GL_BACK);//from w w w . j ava 2s .co m GL11.glEnable(GL11.GL_STENCIL_TEST); GL11.glStencilMask(0xff); GL11.glClearStencil(0); GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT);// | GL11.GL_COLOR_BUFFER_BIT // | GL11.GL_DEPTH_BUFFER_BIT); GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_REPLACE, GL11.GL_REPLACE); // to avoid interaction with stencil content GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0x01); }
From source file:zsawyer.mods.stereoscopic3d.renderers.StencilingRenderer.java
License:Open Source License
protected void setupImage(int stencilFunc) { GL11.glDrawBuffer(GL11.GL_BACK);//from w w w .j a v a2 s . c om GL11.glStencilFunc(stencilFunc, 1, 0x01); // Clear the screen and depth buffer GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);// | GL11.GL_COLOR_BUFFER_BIT); }