Example usage for org.lwjgl.opengl GL11 glDepthFunc

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

Introduction

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

Prototype

public static void glDepthFunc(@NativeType("GLenum") int func) 

Source Link

Document

Specifies the comparison that takes place during the depth buffer test (when GL11C#GL_DEPTH_TEST DEPTH_TEST is enabled).

Usage

From source file:de.ikosa.mars.viewer.glviewer.engine.GLRendererForward.java

License:Open Source License

public static void clientSetup() {
    // setup opengl
    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from  w ww. j a  va2 s  .  c om*/
    errorCheck("setting up client state GL_DEPTH_TEST");

    GL11.glDepthFunc(GL11.GL_LEQUAL);
    errorCheck("setting depth test function");

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    errorCheck("enabling back face culling");
}

From source file:de.mineformers.robots.client.gui.util.render.ModelDrawingHelper.java

License:LGPL

public void render(int par0, int par1, int par2) {
    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glPushMatrix();/*ww  w.j  a  v a  2  s. c o  m*/
    GL11.glTranslatef((float) par0, (float) par1, 50.0F);
    GL11.glScalef((float) (-par2), (float) par2, (float) par2);
    GL11.glRotatef(180F, 0, 1, 0);
    /*current = System.currentTimeMillis();
    if(current - last >= 0) {
    last = current;
    rotation += 0.1F;
    }*/
    rotation += 0.3F;
    GL11.glRotatef(rotation, 0, 1, 0);

    RenderHelper.bindTexture(texture);
    model.justRender(false);
    if (tile.getStackInSlot(0) != null) {
        Tessellator tessellator = Tessellator.instance;
        GL11.glPushMatrix();

        GL11.glTranslatef(0, 0.35F, -0.1F);
        GL11.glRotatef(180, 1, 0, 0);
        GL11.glScalef(0.5F, 0.5F, 1F);
        Icon icon = ModItems.module.getIcon(tile.getStackInSlot(0), 0);
        float f4 = icon.getMinU();
        float f5 = icon.getMaxU();
        float f6 = icon.getMinV();
        float f7 = icon.getMaxV();
        float f9 = 0.5F;
        float f10 = 0.25F;
        float f12 = 0.0625F;
        float f11 = 0.021875F;
        ItemStack itemstack = tile.getStackInSlot(0);
        int j = itemstack.stackSize;
        byte b0 = customRenderItem.getMiniItemCount(itemstack);

        GL11.glTranslatef(-f9, -f10, -((f12 + f11) * (float) b0 / 2.0F));

        for (int k = 0; k < b0; ++k) {
            // Makes items offset when in 3D, like when in 2D, looks much better. Considered a vanilla bug...
            GL11.glTranslatef(0f, 0f, f12 + f11);

            if (itemstack.getItemSpriteNumber() == 0) {
                RenderHelper.bindTexture(TextureMap.locationBlocksTexture);
            } else {
                RenderHelper.bindTexture(TextureMap.locationItemsTexture);
            }

            GL11.glColor4f(1, 1, 1, 1.0F);
            ItemRenderer.renderItemIn2D(tessellator, f5, f6, f4, f7, icon.getIconWidth(), icon.getIconHeight(),
                    f12);

            if (itemstack.hasEffect(0)) {
                GL11.glDepthFunc(GL11.GL_EQUAL);
                GL11.glDisable(GL11.GL_LIGHTING);
                RenderManager.instance.renderEngine.bindTexture(RES_ITEM_GLINT);
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
                float f13 = 0.76F;
                GL11.glColor4f(0.5F * f13, 0.25F * f13, 0.8F * f13, 1.0F);
                GL11.glMatrixMode(GL11.GL_TEXTURE);
                GL11.glPushMatrix();
                float f14 = 0.125F;
                GL11.glScalef(f14, f14, f14);
                float f15 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
                GL11.glTranslatef(f15, 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, 255, 255, f12);
                GL11.glPopMatrix();
                GL11.glPushMatrix();
                GL11.glScalef(f14, f14, f14);
                f15 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
                GL11.glTranslatef(-f15, 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, 255, 255, f12);
                GL11.glPopMatrix();
                GL11.glMatrixMode(GL11.GL_MODELVIEW);
                GL11.glDisable(GL11.GL_BLEND);
                GL11.glEnable(GL11.GL_LIGHTING);
                GL11.glDepthFunc(GL11.GL_LEQUAL);
            }
        }

        GL11.glPopMatrix();
    }
    GL11.glPopMatrix();
    net.minecraft.client.renderer.RenderHelper.disableStandardItemLighting();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
}

From source file:de.mineformers.robots.client.renderer.entity.RenderRobot.java

License:LGPL

@Override
protected void renderModel(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4,
        float par5, float par6, float par7) {
    super.renderModel(par1EntityLivingBase, par2, par3, par4, par5, par6, par7);
    EntityRobot robot = ((EntityRobot) par1EntityLivingBase);
    RenderHelper.bindTexture(robot.getChipset().getHeadTexture());
    ((ModelRobot) mainModel).renderEye(false);
    Tessellator tessellator = Tessellator.instance;
    GL11.glPushMatrix();/*from w w w .j  av  a  2  s.c  om*/

    GL11.glTranslatef(0, 0.35F, -0.1F);
    GL11.glRotatef(180, 1, 0, 0);
    GL11.glScalef(0.5F, 0.5F, 1F);
    ItemStack itemstack = PrivateRobotHelper.createModuleStack(robot.getModule());
    Icon icon = ModItems.module.getIcon(itemstack, 0);
    float f4 = icon.getMinU();
    float f5 = icon.getMaxU();
    float f6 = icon.getMinV();
    float f7 = icon.getMaxV();
    float f9 = 0.5F;
    float f10 = 0.25F;
    float f12 = 0.0625F;
    float f11 = 0.021875F;

    int j = itemstack.stackSize;
    byte b0 = customRenderItem.getMiniItemCount(itemstack);

    GL11.glTranslatef(-f9, -f10, -((f12 + f11) * (float) b0 / 2.0F));

    for (int k = 0; k < b0; ++k) {
        // Makes items offset when in 3D, like when in 2D, looks much better. Considered a vanilla bug...
        GL11.glTranslatef(0f, 0f, f12 + f11);

        if (itemstack.getItemSpriteNumber() == 0) {
            RenderHelper.bindTexture(TextureMap.locationBlocksTexture);
        } else {
            RenderHelper.bindTexture(TextureMap.locationItemsTexture);
        }

        GL11.glColor4f(1, 1, 1, 1.0F);
        GL11.glRotatef(180, 0, 1, 0);
        GL11.glTranslatef(-1, 0, 0.05F);
        ItemRenderer.renderItemIn2D(tessellator, f5, f6, f4, f7, icon.getIconWidth(), icon.getIconHeight(),
                f12);

        if (itemstack.hasEffect(0)) {
            GL11.glDepthFunc(GL11.GL_EQUAL);
            GL11.glDisable(GL11.GL_LIGHTING);
            RenderManager.instance.renderEngine.bindTexture(RES_ITEM_GLINT);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
            float f13 = 0.76F;
            GL11.glColor4f(0.5F * f13, 0.25F * f13, 0.8F * f13, 1.0F);
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glPushMatrix();
            float f14 = 0.125F;
            GL11.glScalef(f14, f14, f14);
            float f15 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
            GL11.glTranslatef(f15, 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, 255, 255, f12);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(f14, f14, f14);
            f15 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
            GL11.glTranslatef(-f15, 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, 255, 255, f12);
            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:de.sanandrew.core.manpack.util.client.helpers.ItemRenderHelper.java

License:Creative Commons License

private static void renderItemIn3D(IIcon icon, boolean withEffect, int spriteIndex) {
    GL11.glPushMatrix();/* www .  jav  a2  s . co m*/

    if (icon == null) {
        GL11.glPopMatrix();
        return;
    }

    float minU = icon.getMinU();
    float maxU = icon.getMaxU();
    float minV = icon.getMinV();
    float maxV = icon.getMaxV();

    Tessellator tessellator = Tessellator.instance;

    Minecraft.getMinecraft().renderEngine
            .bindTexture(Minecraft.getMinecraft().renderEngine.getResourceLocation(spriteIndex));

    GL11.glEnable(GL12.GL_RESCALE_NORMAL);

    renderItemIn2D(tessellator, maxU, minV, minU, maxV, icon.getIconWidth(), icon.getIconHeight(), 0.0625F,
            false);

    if (withEffect) {
        float baseClr = 0.76F;
        float glintScale = 0.125F;
        float glintTransX = Minecraft.getSystemTime() % 3000L / 3000.0F * 8.0F;

        GL11.glDepthFunc(GL11.GL_EQUAL);
        GL11.glDisable(GL11.GL_LIGHTING);

        Minecraft.getMinecraft().renderEngine.bindTexture(GLINT_PNG);

        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
        GL11.glColor4f(0.5F * baseClr, 0.25F * baseClr, 0.8F * baseClr, 1.0F);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        GL11.glScalef(glintScale, glintScale, glintScale);
        GL11.glTranslatef(glintTransX, 0.0F, 0.0F);
        GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);

        renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F, false);

        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glScalef(glintScale, glintScale, glintScale);

        glintTransX = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F;

        GL11.glTranslatef(-glintTransX, 0.0F, 0.0F);
        GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);

        renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F, false);

        GL11.glPopMatrix();
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }

    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}

From source file:de.sanandrew.core.manpack.util.client.helpers.ItemRenderHelper.java

License:Creative Commons License

/**
 * Renders an IIcon in 2D.//from  w  w w .j  av  a  2 s . c  o m
 *
 * @param icon        the icon to be rendered
 * @param spriteIndex the index of the texture to be used (0 = blocks, 1 = items)
 * @param hasEffect   if it has an enchantment effect
 * @param isGlowing   if it should glow in the dark
 */
public static void renderIcon(IIcon icon, int spriteIndex, boolean hasEffect, boolean isGlowing) {
    GL11.glPushMatrix();

    if (icon == null) {
        GL11.glPopMatrix();
        return;
    }

    float minU = icon.getMinU();
    float maxU = icon.getMaxU();
    float minV = icon.getMinV();
    float maxV = icon.getMaxV();
    float transX = 0.0F;
    float transY = 0.3F;
    float scale = 1.5F;
    Tessellator tessellator = Tessellator.instance;

    Minecraft.getMinecraft().renderEngine
            .bindTexture(Minecraft.getMinecraft().renderEngine.getResourceLocation(spriteIndex));

    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glTranslatef(-transX, -transY, 0.0F);
    GL11.glScalef(scale, scale, scale);
    GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
    GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
    GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);

    renderItemIn2D(tessellator, maxU, minV, minU, maxV, icon.getIconWidth(), icon.getIconHeight(), 0.0625F,
            isGlowing);

    if (hasEffect) {
        float baseClr = 0.76F;
        float glintScale = 0.125F;
        float glintTransX = Minecraft.getSystemTime() % 3000L / 3000.0F * 8.0F;

        GL11.glDepthFunc(GL11.GL_EQUAL);
        GL11.glDisable(GL11.GL_LIGHTING);

        Minecraft.getMinecraft().renderEngine.bindTexture(GLINT_PNG);

        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
        GL11.glColor4f(0.5F * baseClr, 0.25F * baseClr, 0.8F * baseClr, 1.0F);
        GL11.glMatrixMode(GL11.GL_TEXTURE);
        GL11.glPushMatrix();
        GL11.glScalef(glintScale, glintScale, glintScale);
        GL11.glTranslatef(glintTransX, 0.0F, 0.0F);
        GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);

        renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F, false);

        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glScalef(glintScale, glintScale, glintScale);

        glintTransX = Minecraft.getSystemTime() % 4873L / 4873.0F * 8.0F;

        GL11.glTranslatef(-glintTransX, 0.0F, 0.0F);
        GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);

        renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F, false);

        GL11.glPopMatrix();
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }

    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
}

From source file:edu.csun.ecs.cs.multitouchj.ui.graphic.WindowManager.java

License:Apache License

protected void initializeOpenGl() {
    DisplayMode displayMode = displayManager.getCurrentDisplayMode();

    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from w  ww  . j  ava2 s  . c o m*/
    GL11.glClearDepth(1.0f);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glViewport(0, 0, displayMode.getWidth(), displayMode.getHeight());
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    //GLU.gluPerspective(45.0f, (float)SCREEN_WIDTH/(float)SCREEN_HEIGHT, 4.0f, 4000.0f);
    GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 1.0f, 100.0f);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    //GL11.glClearDepth(1.0f);

    //GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    //GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
}

From source file:eplus.renders.TableEntityItemRenderer.java

License:LGPL

/**
 * Renders a dropped item/*from   ww w .  j ava 2  s. co  m*/
 */
private void renderDroppedItem(EntityItem par1EntityItem, Icon par2Icon, int par3, float par4, float par5,
        float par6, float par7) {
    Tessellator tessellator = Tessellator.instance;

    if (par2Icon == null) {
        par2Icon = this.renderManager.renderEngine
                .getMissingIcon(par1EntityItem.getEntityItem().getItemSpriteNumber());
    }

    float f4 = par2Icon.getMinU();
    float f5 = par2Icon.getMaxU();
    float f6 = par2Icon.getMinV();
    float f7 = par2Icon.getMaxV();
    float f8 = 1.0F;
    float f9 = 0.5F;
    float f10 = 0.25F;
    float f11;

    GL11.glPushMatrix();

    if (renderInFrame) {
        GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
    } else {
        GL11.glRotatef((((float) par1EntityItem.age + par4) / 20.0F + par1EntityItem.hoverStart)
                * (180F / (float) Math.PI), 0.0F, 1.0F, 0.0F);
    }

    float f12 = 0.0625F;
    f11 = 0.021875F;
    ItemStack itemstack = par1EntityItem.getEntityItem();
    int j = itemstack.stackSize;
    byte b0 = getMiniItemCount(itemstack);

    GL11.glTranslatef(-f9, -f10, -((f12 + f11) * (float) b0 / 2.0F));

    for (int k = 0; k < b0; ++k) {
        GL11.glTranslatef(0.0F, 0.0F, f12 + f11);
        // Makes items offset when in 3D, like when in 2D, looks much
        // better. Considered a vanilla bug...
        if (k > 0 && shouldSpreadItems()) {
            float x = (random.nextFloat() * 2.0F - 1.0F) * 0.3F / 0.5F;
            float y = (random.nextFloat() * 2.0F - 1.0F) * 0.3F / 0.5F;
            float z = (random.nextFloat() * 2.0F - 1.0F) * 0.3F / 0.5F;
            GL11.glTranslatef(x, y, f12 + f11);
        } else {
            GL11.glTranslatef(0f, 0f, f12 + f11);
        }

        if (itemstack.getItemSpriteNumber() == 0) {
            this.loadTexture("/terrain.png");
        } else {
            this.loadTexture("/gui/items.png");
        }

        GL11.glColor4f(par5, par6, par7, 1.0F);
        ItemRenderer.renderItemIn2D(tessellator, f5, f6, f4, f7, par2Icon.getSheetWidth(),
                par2Icon.getSheetHeight(), f12);

        if (itemstack != null && itemstack.hasEffect()) {
            GL11.glDepthFunc(GL11.GL_EQUAL);
            GL11.glDisable(GL11.GL_LIGHTING);
            this.renderManager.renderEngine.bindTexture("%blur%/misc/glint.png");
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
            float f13 = 0.76F;
            GL11.glColor4f(0.5F * f13, 0.25F * f13, 0.8F * f13, 1.0F);
            GL11.glMatrixMode(GL11.GL_TEXTURE);
            GL11.glPushMatrix();
            float f14 = 0.125F;
            GL11.glScalef(f14, f14, f14);
            float f15 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
            GL11.glTranslatef(f15, 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, 255, 255, f12);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(f14, f14, f14);
            f15 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
            GL11.glTranslatef(-f15, 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, 255, 255, f12);
            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:eplus.renders.TableEntityItemRenderer.java

License:LGPL

/**
 * Render the item's icon or block into the GUI, including the glint effect.
 *///from   w  w  w.java 2 s . c  om
public void renderItemAndEffectIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine,
        ItemStack par3ItemStack, int par4, int par5) {
    if (par3ItemStack != null) {
        if (!ForgeHooksClient.renderInventoryItem(renderBlocks, par2RenderEngine, par3ItemStack,
                renderWithColor, zLevel, (float) par4, (float) par5)) {
            this.renderItemIntoGUI(par1FontRenderer, par2RenderEngine, par3ItemStack, par4, par5);
        }

        if (par3ItemStack.hasEffect()) {
            GL11.glDepthFunc(GL11.GL_GREATER);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glDepthMask(false);
            par2RenderEngine.bindTexture("%blur%/misc/glint.png");
            this.zLevel -= 50.0F;
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR);
            GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
            this.renderGlint(par4 * 431278612 + par5 * 32178161, par4 - 2, par5 - 2, 20, 20);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glDepthMask(true);
            this.zLevel += 50.0F;
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        }
    }
}

From source file:espresso3d.engine.E3DEngine.java

License:Open Source License

private void initGL() {
    logger.writeLine(E3DEngineLogger.SEVERITY_INFO, "Initializing OpenGL");

    GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background  
    GL11.glClearDepth(1.0); // Depth Buffer Setup
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Set Perspective Calculations To Most Accurate
}

From source file:espresso3d.engine.renderer.E3DGeometryRenderer.java

License:Open Source License

public void initSolidAndLineRendering() {
    GL11.glDepthMask(true);/*from   w  w w  .j a va2 s.  co  m*/
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Set Perspective Calculations To Most Accurate

    disableAllTextureUnits();
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}