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:illarion.graphics.lwjgl.MaskUtilLWJGL.java

License:Open Source License

/**
 * Start drawing outside of the mask. All following drawing operations will
 * only become visible in case they are outside the area that was masked.
 *///w ww . ja  v  a 2 s . c o m
@Override
public void drawOffMask() {
    GL11.glDepthFunc(GL11.GL_NOTEQUAL);
}

From source file:illarion.graphics.lwjgl.MaskUtilLWJGL.java

License:Open Source License

/**
 * Start drawing on the mask. All following drawing operation will only
 * become visible in case they are within the area that was masked.
 *//*w ww.jav  a2  s.  co  m*/
@Override
public void drawOnMask() {
    GL11.glDepthFunc(GL11.GL_EQUAL);
}

From source file:io.flob.clicker.DisplayDriver.java

License:Open Source License

private void init_GL() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//w  ww .  ja  v  a2s.  c om
    GL11.glOrtho(0, width, height, 0, -1, 1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
    GL11.glClearDepth(1.0f);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:io.github.SolidStudiosTeam.Flicker.engine.GameLoop.java

License:Open Source License

@Override
public void initGL() {
    /* Enable 2D textures. */
    GL11.glEnable(GL11.GL_TEXTURE_2D);//  w w w .j  a  v a  2 s  .c  o m

    /* Make all models smoothly textured. */
    GL11.glShadeModel(GL11.GL_SMOOTH);

    /* Set the background color to that signature blue. */
    GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f);

    /* Set the clear depth to all-the-way */
    GL11.glClearDepth(1.0);

    /* Enable the depth system. */
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    /* Set the function for depth to GL_LEQUAL. */
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    //  GL11.glEnable(GL11.GL_BLEND);
    //GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    /* Enable face culling, basically don't render this face relative to the camera's position. */
    // GL11.glEnable(GL11.GL_CULL_FACE);

    /* Set OpenGL to cull the back face of our spatials. */
    // GL11.glCullFace(GL11.GL_BACK);

    /* Set the matrix mode to projection. */
    GL11.glMatrixMode(GL11.GL_PROJECTION);

    /* Reset the OpenGL configuration, loading our above prefrences. */
    GL11.glLoadIdentity();

    /* Set the perspective. */
    GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f);

    /* Set the matrix mode to be model view. */
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    /* Set the perspective correction hint to finest quality. */
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glDepthFunc(int func) {
    GL11.glDepthFunc(func);
}

From source file:ion2d.INDirector.java

License:Open Source License

public static void setDepthTest(boolean depth) {
    if (Display.isCreated() == false)
        return;//from   w  ww  .ja v a2 s .  c  o  m

    if (depth) {
        GL11.glClearDepth(1.0f);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
        GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    } else {
        GL11.glDisable(GL11.GL_DEPTH_TEST);
    }
}

From source file:jake2.desktop.LWJGLAdapter.java

License:Open Source License

@Override
public void glDepthFunc(int func) {
    GL11.glDepthFunc(func);
}

From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java

License:Open Source License

@Override
public void setDepthFunc(int func) {
    GL11.glDepthFunc(depthFuncToGL[func]);
}

From source file:kuake2.render.lwjgl.Main.java

License:Open Source License

/**
 * R_Clear/* w  ww . j  a v  a 2  s  .  c o  m*/
 */
void R_Clear() {
    if (gl_ztrick.value != 0.0f) {

        if (gl_clear.value != 0.0f) {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
        }

        trickframe++;
        if ((trickframe & 1) != 0) {
            gldepthmin = 0;
            gldepthmax = 0.49999f;
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        } else {
            gldepthmin = 1;
            gldepthmax = 0.5f;
            GL11.glDepthFunc(GL11.GL_GEQUAL);
        }
    } else {
        if (gl_clear.value != 0.0f)
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        else
            GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);

        gldepthmin = 0;
        gldepthmax = 1;
        GL11.glDepthFunc(GL11.GL_LEQUAL);
    }
    GL11.glDepthRange(gldepthmin, gldepthmax);
}

From source file:lwjglapp.Renderer.java

private void initGL() {

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();/* www. j a va2  s . c o  m*/
    GLU.gluPerspective(45.0f, (float) (width / height), 0.1f, 100.0f);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    //      GL11.glLoadIdentity();
    //
    //      GL11.glEnable(GL11.GL_TEXTURE_2D);                                    // Enable Texture Mapping ( NEW )
    //      GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    GL11.glClearDepth(1.0f);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}