List of usage examples for org.lwjgl.opengl GL11 glClearDepth
public static void glClearDepth(@NativeType("GLdouble") double depth)
From source file:processing.opengl.PLWJGL.java
License:Open Source License
@Override public void clearDepth(float d) { GL11.glClearDepth(d); }
From source file:rtype.Prototyp.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glDisable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glEnable(GL11.GL_BLEND);/* w ww . j a va 2 s. c o m*/ GL11.glDepthMask(false); GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluOrtho2D(-(int) SCREEN_WIDTH / 2, (int) SCREEN_WIDTH / 2, (int) -SCREEN_HEIGHT / 2, (int) SCREEN_HEIGHT / 2); GL11.glMatrixMode(GL11.GL_MODELVIEW); if (useDevil) ;//textureLoader = new DevilTextureLoader(); else { textureLoader = new WorkAroundTextureLoader(); } textureLoader.init(); }
From source file:steamcraft.common.items.armor.ItemBrassGoggles.java
License:Minecraft Mod Public
@Override @SideOnly(Side.CLIENT)/*from w w w. j ava 2 s .com*/ public void renderHelmetOverlay(ItemStack stack, EntityPlayer player, ScaledResolution resolution, float partialTicks, boolean hasScreen, int mouseX, int mouseY) { if ((ClientHelper.player() == null) || (ClientHelper.screen() != null)) return; ItemStack helmet = ClientHelper.player().inventory.armorItemInSlot(3); if ((ClientHelper.settings().thirdPersonView == 0) && (helmet != null) && (helmet.getItem() == InitItems.itemBrassGoggles)) { ClientHelper.textureManager().bindTexture(overlay); Tessellator tessellator = Tessellator.instance; ScaledResolution scaledResolution = ClientHelper.resolution(); int width = scaledResolution.getScaledWidth(); int height = scaledResolution.getScaledHeight(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glClearDepth(1.0D); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, height, 90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV(width, height, 90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV(width, 0.0D, 90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, 90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_BLEND); } }
From source file:steamcraft.common.items.armor.ItemDivingHelmet.java
License:Minecraft Mod Public
@Override @SideOnly(Side.CLIENT)/* www . j a va 2s .c o m*/ public void renderHelmetOverlay(ItemStack stack, EntityPlayer player, ScaledResolution resolution, float partialTicks, boolean hasScreen, int mouseX, int mouseY) { if ((ClientHelper.player() == null) || (ClientHelper.screen() != null)) return; ItemStack helmet = ClientHelper.player().inventory.armorItemInSlot(3); if ((ClientHelper.settings().thirdPersonView == 0) && (helmet != null) && (helmet.getItem() == InitItems.itemDivingHelmet))// && // KeyHandler.keyPressed) { ClientHelper.textureManager().bindTexture(overlay); Tessellator tessellator = Tessellator.instance; ScaledResolution scaledResolution = ClientHelper.resolution(); int width = scaledResolution.getScaledWidth(); int height = scaledResolution.getScaledHeight(); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); // GL11.glEnable(GL11.GL_BLEND); // GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_SRC_COLOR); // GL11.glColor3f(1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glClearDepth(1.0D); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, height, 90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV(width, height, 90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV(width, 0.0D, 90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, 90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_BLEND); /* * if (!mc.gameSettings.hideGUI || mc.currentScreen != null) { int x = (Mouse.getX() * width) / mc.displayWidth; int y = height - (Mouse.getY() * * height) / mc.displayHeight - 1; mc.ingameGUI.renderGameOverlay(0.0F, mc.currentScreen != null, x, y); } */ } }
From source file:steamcraft.common.lib.events.EventHandlerClient.java
License:Minecraft Mod Public
@SubscribeEvent @SideOnly(Side.CLIENT)/*from w ww .j a v a 2 s. c om*/ public void onRenderOverlay(RenderGameOverlayEvent.Post event) { ResourceLocation overlay = new ResourceLocation(ModInfo.PREFIX + "textures/misc/spyglass.png"); if (event.type != RenderGameOverlayEvent.ElementType.HELMET) return; EntityClientPlayerMP player = ClientHelper.player(); if ((player != null) && (ClientHelper.screen() == null) && (player.inventory.getCurrentItem() != null) && (player.inventory.getCurrentItem().getItem() == InitItems.itemSpyglass) && (ClientHelper.settings().thirdPersonView == 0)) { GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); ClientHelper.textureManager().bindTexture(overlay); Tessellator tessellator = Tessellator.instance; ScaledResolution scaledResolution = ClientHelper.resolution(); int width = scaledResolution.getScaledWidth(); int height = scaledResolution.getScaledHeight(); GL11.glDepthMask(false); GL11.glClearDepth(1.0D); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, height, 90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV(width, height, 90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV(width, 0.0D, 90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, 90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_BLEND); } }
From source file:steamcraft.common.lib.events.EventHandlerForge.java
License:Minecraft Mod Public
@SubscribeEvent @SideOnly(Side.CLIENT)//from www .j av a 2 s . co m public void onRenderOverlay(RenderGameOverlayEvent.Chat event) { EntityClientPlayerMP player = ClientHelper.player(); if ((player != null) && (ClientHelper.screen() == null) && (player.inventory.getCurrentItem() != null) && (player.inventory.getCurrentItem().getItem() == InitItems.itemSpyglass) && (ClientHelper.settings().thirdPersonView == 0)) { GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_DEPTH_TEST); ClientHelper.textureManager().bindTexture(overlay); Tessellator tessellator = Tessellator.instance; ScaledResolution scaledResolution = ClientHelper.resolution(); int width = scaledResolution.getScaledWidth(); int height = scaledResolution.getScaledHeight(); GL11.glDepthMask(false); GL11.glClearDepth(1.0D); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, height, 90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV(width, height, 90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV(width, 0.0D, 90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, 90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDisable(GL11.GL_BLEND); } }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glClearDepth(double a) { GL11.glClearDepth(a); }
From source file:tk.jacklin213.voxelgale.rendering.BasicRenderer.java
License:Apache License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D);//from w w w .j av a 2 s . c om GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0, 0, 0, 0); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
From source file:zildo.fwk.opengl.OpenGLGestion.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do // initProjectionScene(); GL11.glEnable(GL11.GL_CULL_FACE);/*from ww w . j a va 2 s . c o m*/ ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The // Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One // GL11.glEnable(GL11.GL_LIGHTING); Display.setVSyncEnabled(true); }
From source file:zildo.platform.opengl.LwjglOpenGLGestion.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do // initProjectionScene(); GL11.glEnable(GL11.GL_CULL_FACE);/*from ww w. ja va2 s. co m*/ ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The // Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One // GL11.glEnable(GL11.GL_LIGHTING); Display.setVSyncEnabled(true); }