List of usage examples for org.lwjgl.opengl GL11 glDepthFunc
public static void glDepthFunc(@NativeType("GLenum") int func)
From source file:tk.jacklin213.voxelgale.rendering.BasicRenderer.java
License:Apache License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D);// ww w .j a va2s.co m 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:zeldaswordskills.client.render.block.RenderTileEntityPedestal.java
License:Open Source License
public void renderPedestal(TileEntityPedestal pedestal, double dx, double dy, double dz, float f) { ItemStack sword = pedestal.getSword(); if (sword != null) { GL11.glPushMatrix();//from w ww .j av a2s.co m GL11.glTranslated(dx + 0.5D, dy + 0.9D, dz + 0.5D); bindTexture(field_147501_a.field_147553_e.getResourceLocation(sword.getItemSpriteNumber())); Tessellator tessellator = Tessellator.instance; IIcon icon = sword.getItem().getIconFromDamage(sword.getItemDamage()); if (icon != null) { float minU = icon.getMinU(); float maxU = icon.getMaxU(); float minV = icon.getMinV(); float maxV = icon.getMaxV(); GL11.glRotatef(pedestal.getOrientation() == 0 ? 0F : 90F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(135.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(-0.5F, -0.5F, 0.03125F); ItemRenderer.renderItemIn2D(tessellator, maxU, minV, minU, maxV, icon.getIconWidth(), icon.getIconHeight(), 0.0625F); if (sword.hasEffect(0)) { GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDisable(GL11.GL_LIGHTING); bindTexture(glint); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); float f7 = 0.76F; GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glPushMatrix(); float f8 = 0.125F; GL11.glScalef(f8, f8, f8); float f9 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F; GL11.glTranslatef(f9, 0.0F, 0.0F); GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F); ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glScalef(f8, f8, f8); f9 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F; GL11.glTranslatef(-f9, 0.0F, 0.0F); GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F); ItemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDepthFunc(GL11.GL_LEQUAL); } GL11.glPopMatrix(); } } }
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 w w w . j av a 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);/* w ww . j ava 2s. 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); }