List of usage examples for org.lwjgl.opengl GL11 glDepthMask
public static void glDepthMask(@NativeType("GLboolean") boolean flag)
From source file:shadowmage.ancient_warfare.client.render.RenderOverlayAdvanced.java
License:Open Source License
public static void renderRocketFlightPath(VehicleBase vehicle, EntityPlayer player, float partialTick) { GL11.glPushMatrix();//from w w w . j a v a 2 s .co m GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glColor4d(1, 1, 1, 0.6d); double x1 = vehicle.posX - player.posX; double y1 = vehicle.posY - player.posY; double z1 = vehicle.posZ - player.posZ; /** * vectors for a straight line */ double x2 = x1 - 20 * Trig.sinDegrees(vehicle.rotationYaw + partialTick * vehicle.moveHelper.getRotationSpeed()); double y2 = y1; double z2 = z1 - 20 * Trig.cosDegrees(vehicle.rotationYaw + partialTick * vehicle.moveHelper.getRotationSpeed()); GL11.glLineWidth(3f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1, y1 + 0.12d, z1); GL11.glVertex3d(x2, y2 + 0.12d, z2); GL11.glEnd(); GL11.glLineWidth(4f); GL11.glColor4f(1.f, 0.4f, 0.4f, 0.4f); GL11.glBegin(GL11.GL_LINES); Pos3f offset = vehicle.getMissileOffset(); x2 = x1 + offset.x; y2 = y1 + offset.y; z2 = z1 + offset.z; double gravity = 9.81d * 0.05d * 0.05d; double speed = vehicle.localLaunchPower * 0.05d; double angle = 90 - vehicle.localTurretPitch - vehicle.rotationPitch; double yaw = vehicle.localTurretRotation + partialTick * vehicle.moveHelper.getRotationSpeed(); double vH = -Trig.sinDegrees((float) angle) * speed; double vY = Trig.cosDegrees((float) angle) * speed; double vX = Trig.sinDegrees((float) yaw) * vH; double vZ = Trig.cosDegrees((float) yaw) * vH; int rocketBurnTime = (int) (speed * 20.f * AmmoHwachaRocket.burnTimeFactor); if (vehicle.vehicleType.getMovementType() == VehicleMovementType.AIR1 || vehicle.vehicleType.getMovementType() == VehicleMovementType.AIR2) { vY += vehicle.motionY; vX += vehicle.motionX; vZ += vehicle.motionZ; y1 = -player.posY; } float xAcc = (float) (vX / speed) * AmmoHwachaRocket.accelerationFactor; ; float yAcc = (float) (vY / speed) * AmmoHwachaRocket.accelerationFactor; ; float zAcc = (float) (vZ / speed) * AmmoHwachaRocket.accelerationFactor; ; vX = xAcc; vY = yAcc; vZ = zAcc; while (y2 >= y1) { GL11.glVertex3d(x2, y2, z2); x2 += vX; z2 += vZ; y2 += vY; if (rocketBurnTime > 0) { rocketBurnTime--; vX += xAcc; vY += yAcc; vZ += zAcc; } else { vY -= gravity; } GL11.glVertex3d(x2, y2, z2); } GL11.glEnd(); GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:shadowmage.ancient_warfare.client.render.RenderOverlayAdvanced.java
License:Open Source License
public static void renderBatteringRamOverlay(VehicleBase vehicle, EntityPlayer player, float partialTick) { GL11.glPushMatrix();//from w w w. j a va 2 s . c o m GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); // GL11.glDisable(GL11.GL_LIGHTING); // GL11.glDisable(GL11.GL_DEPTH_TEST); //GL11.glDepthMask(false); GL11.glColor4d(1, 1, 1, 0.6d); double x1 = vehicle.posX - player.posX; double y1 = vehicle.posY - player.posY; double z1 = vehicle.posZ - player.posZ; /** * vectors for a straight line */ double x2 = x1 - 20 * Trig.sinDegrees(vehicle.rotationYaw); double y2 = y1; double z2 = z1 - 20 * Trig.cosDegrees(vehicle.rotationYaw); GL11.glLineWidth(3f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1, y1 + 0.12d, z1); GL11.glVertex3d(x2, y2 + 0.12d, z2); GL11.glEnd(); Pos3f offset = vehicle.getMissileOffset(); x2 = x1 + offset.x; y2 = y1 + offset.y; z2 = z1 + offset.z; float bx = (float) (vehicle.posX + offset.x); float by = (float) (vehicle.posY + offset.y); float bz = (float) (vehicle.posZ + offset.z); BlockPosition blockHit = new BlockPosition(bx, by, bz); AxisAlignedBB bb = AxisAlignedBB.getBoundingBox(blockHit.x - 1, blockHit.y, blockHit.z, blockHit.x + 2, blockHit.y + 1, blockHit.z + 1); bb = AWRenderHelper.instance().adjustBBForPlayerPos(bb, player, partialTick); BoundingBoxRender.drawOutlinedBoundingBox(bb, 1.f, 0.2f, 0.2f); bb = resetBoundingBox(bb, blockHit.x, blockHit.y, blockHit.z - 1, blockHit.x + 1, blockHit.y + 1, blockHit.z + 2); bb = AWRenderHelper.instance().adjustBBForPlayerPos(bb, player, partialTick); BoundingBoxRender.drawOutlinedBoundingBox(bb, 1.f, 0.2f, 0.2f); bb = resetBoundingBox(bb, blockHit.x, blockHit.y - 1, blockHit.z, blockHit.x + 1, blockHit.y + 2, blockHit.z + 1); bb = AWRenderHelper.instance().adjustBBForPlayerPos(bb, player, partialTick); BoundingBoxRender.drawOutlinedBoundingBox(bb, 1.f, 0.2f, 0.2f); GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:shadowmage.ancient_warfare.client.render.RenderOverlayAdvanced.java
License:Open Source License
public static void renderNormalVehicleOverlay(VehicleBase vehicle, EntityPlayer player, float partialTick) { GL11.glPushMatrix();// ww w. j a v a 2s . c om GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); // GL11.glDisable(GL11.GL_LIGHTING); // GL11.glDisable(GL11.GL_DEPTH_TEST); //GL11.glDepthMask(false); GL11.glColor4d(1, 1, 1, 0.6d); double x1 = vehicle.posX - player.posX; double y1 = vehicle.posY - player.posY; double z1 = vehicle.posZ - player.posZ; /** * vectors for a straight line */ double x2 = x1 - 20 * Trig.sinDegrees(vehicle.rotationYaw + partialTick * vehicle.moveHelper.getRotationSpeed()); double y2 = y1; double z2 = z1 - 20 * Trig.cosDegrees(vehicle.rotationYaw + partialTick * vehicle.moveHelper.getRotationSpeed()); GL11.glLineWidth(3f); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3d(x1, y1 + 0.12d, z1); GL11.glVertex3d(x2, y2 + 0.12d, z2); GL11.glEnd(); GL11.glLineWidth(4f); GL11.glColor4f(1.f, 0.4f, 0.4f, 0.4f); GL11.glBegin(GL11.GL_LINES); Pos3f offset = vehicle.getMissileOffset(); x2 = x1 + offset.x; y2 = y1 + offset.y; z2 = z1 + offset.z; double gravity = 9.81d * 0.05d * 0.05d; double speed = vehicle.localLaunchPower * 0.05d; double angle = 90 - vehicle.localTurretPitch - vehicle.rotationPitch; ; double yaw = vehicle.localTurretRotation + partialTick * vehicle.moveHelper.getRotationSpeed(); double vH = -Trig.sinDegrees((float) angle) * speed; double vY = Trig.cosDegrees((float) angle) * speed; double vX = Trig.sinDegrees((float) yaw) * vH; double vZ = Trig.cosDegrees((float) yaw) * vH; if (vehicle.vehicleType.getMovementType() == VehicleMovementType.AIR1 || vehicle.vehicleType.getMovementType() == VehicleMovementType.AIR2) { vY += vehicle.motionY; vX += vehicle.motionX; vZ += vehicle.motionZ; y1 = -player.posY; } while (y2 >= y1) { GL11.glVertex3d(x2, y2, z2); x2 += vX; z2 += vZ; y2 += vY; vY -= gravity; GL11.glVertex3d(x2, y2, z2); } GL11.glEnd(); GL11.glPopMatrix(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:shadowmage.ancient_warfare.client.render.RenderVehicleHelper.java
License:Open Source License
private void renderNamePlate(VehicleBase vehicle, double par3, double par5, double par7, float yaw, float tick) { double var10 = vehicle.getDistanceSqToEntity(this.renderManager.livingPlayer); int par9 = 64; String par2Str = vehicle.vehicleType.getLocalizedName() + " " + formatter1d.format(vehicle.getHealth()) + "/" + formatter1d.format(vehicle.baseHealth); if (var10 <= (double) (par9 * par9)) { FontRenderer var12 = this.getFontRendererFromRenderManager(); float var13 = 1.6F; float var14 = 0.016666668F * var13; float namePlateHeight = vehicle.height + 0.75f; GL11.glPushMatrix();/*from w w w . ja va2 s . c om*/ GL11.glTranslatef((float) par3 + 0.0F, (float) par5 + namePlateHeight, (float) par7); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); GL11.glScalef(-var14, -var14, var14); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDepthMask(false); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Tessellator var15 = Tessellator.instance; byte var16 = 0; GL11.glDisable(GL11.GL_TEXTURE_2D); var15.startDrawingQuads(); int var17 = var12.getStringWidth(par2Str) / 2; var15.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F); var15.addVertex((double) (-var17 - 1), (double) (-1 + var16), 0.0D); var15.addVertex((double) (-var17 - 1), (double) (8 + var16), 0.0D); var15.addVertex((double) (var17 + 1), (double) (8 + var16), 0.0D); var15.addVertex((double) (var17 + 1), (double) (-1 + var16), 0.0D); var15.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); var12.drawString(par2Str, -var12.getStringWidth(par2Str) / 2, var16, 553648127); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); var12.drawString(par2Str, -var12.getStringWidth(par2Str) / 2, var16, -1); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); } }
From source file:shadowmage.ancient_warfare.client.render.vehicle.RenderSubmarine.java
License:Open Source License
@Override public void renderVehicle(VehicleBase veh, double x, double y, double z, float yaw, float tick) { float wheelAngle = veh.wheelRotation + (tick * (veh.wheelRotation - veh.wheelRotationPrev)); model.setWheelRotations(wheelAngle, wheelAngle, wheelAngle, wheelAngle); model.render(veh, 0, 0, 0, 0, 0, 0.0625f); GL11.glEnable(GL11.GL_BLEND);//from ww w .j av a2s . c o m GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(false); AWTextureManager.bindTexture(Config.texturePath + "models/submarine_screen.png"); model.render(veh, 0, 0, 0, 0, 0, 0.0625f); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); AWTextureManager.bindTexture(veh.getTexture()); }
From source file:sokobanMod.client.HandlerLevelPreviewRenderer.java
License:LGPL
private void renderPreview(DrawBlockHighlightEvent event) { double x = event.target.blockX + 0.5F; double y = event.target.blockY + 0.5F; double z = event.target.blockZ + 0.5F; double iPX = event.player.prevPosX + (event.player.posX - event.player.prevPosX) * event.partialTicks; double iPY = event.player.prevPosY + (event.player.posY - event.player.prevPosY) * event.partialTicks; double iPZ = event.player.prevPosZ + (event.player.posZ - event.player.prevPosZ) * event.partialTicks; int baseX = event.target.blockX; int baseY = event.target.blockY + 1; int baseZ = event.target.blockZ; float xScale = 0.1F; float yScale = 0.1F; float zScale = 0.1F; float xShift = 0.0F; float yShift = 1.0F; float zShift = 0.0F; // determine the line color int[] levelBounds; int[] rawLevelBounds; ForgeDirection sideHit = ForgeDirection.UP; if (event.currentItem == new ItemStack(SokobanMod.ItemLevelGeneratorTutorial)) { rawLevelBounds = LevelRegistrator.getLevelBounds(event.currentItem.getItemDamage()); levelBounds = rawLevelBounds.clone(); levelBounds[0]++;//ww w . j a v a 2 s . c om levelBounds[1]++; levelBounds[2]++; yShift += levelBounds[1] / 2; int orientation = SokobanUtils.determineOrientation(event.player); switch (orientation) { case 0: orientation = 3; break; case 3: orientation = 5; break; case 1: orientation = 4; break; } sideHit = ForgeDirection.getOrientation(orientation); xShift += (1 - levelBounds[0] % 2) / 2F; yShift -= (1 - levelBounds[1] % 2) / 2F; zShift += (1 - levelBounds[2] % 2) / 2F; } else { colliding = false; // always render the wireframe green. NBTTagCompound nbt = event.player.getCurrentEquippedItem().stackTagCompound; if (nbt != null && nbt.hasKey("x")) { int startX = nbt.getInteger("x"); int startY = nbt.getInteger("y"); int startZ = nbt.getInteger("z"); int endX = event.target.blockX; int endY = event.target.blockY; int endZ = event.target.blockZ; rawLevelBounds = new int[] { Math.abs(endX - startX), Math.abs(endY - startY), Math.abs(endZ - startZ) }; levelBounds = new int[] { rawLevelBounds[0] + 1, rawLevelBounds[1] + 1, rawLevelBounds[2] + 1 }; xShift -= (endX - startX) / 2F; yShift -= (endY - startY) / 2F + 1F; zShift -= (endZ - startZ) / 2F; } else { rawLevelBounds = new int[] { 1, 1, 1 }; levelBounds = new int[] { 1, 1, 1 }; yShift = 0F; } } switch (sideHit) { case NORTH: zShift += levelBounds[2] / 2; zShift -= 1 - levelBounds[2] % 2; zShift = -zShift; baseZ -= rawLevelBounds[2];// +2 baseX -= rawLevelBounds[0] / 2; break; case SOUTH: zShift += levelBounds[2] / 2; zShift -= 1 - levelBounds[2] % 2; baseX -= rawLevelBounds[0] / 2; break; case EAST: // zShift = 0; xShift += levelBounds[0] / 2; xShift -= 1 - levelBounds[0] % 2; baseZ -= rawLevelBounds[2] / 2; break; case WEST: xShift += levelBounds[0] / 2; xShift -= 1 - levelBounds[0] % 2; xShift = -xShift; baseX -= rawLevelBounds[0]; baseZ -= rawLevelBounds[2] / 2; break; default: } colliding = SokobanUtils.isCollidingWithLevel(event.player.worldObj, baseX, baseY, baseZ, baseX + rawLevelBounds[0], baseY + rawLevelBounds[1], baseZ + rawLevelBounds[2]); GL11.glDepthMask(false); GL11.glDisable(GL11.GL_TEXTURE_2D); // GL11.glDisable(GL11.GL_CULL_FACE); for (int i = 0; i < 6; i++) { ForgeDirection forgeDir = ForgeDirection.getOrientation(i); int zCorrection = i == 2 ? -1 : 1; GL11.glPushMatrix(); GL11.glTranslated(-iPX + x + xShift, -iPY + y + yShift, -iPZ + z + zShift); GL11.glScalef(levelBounds[0] + xScale, levelBounds[1] + yScale, levelBounds[2] + zScale); GL11.glRotatef(90, forgeDir.offsetX, forgeDir.offsetY, forgeDir.offsetZ); GL11.glTranslated(0, 0, 0.5f * zCorrection); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); renderPulsingQuad(); GL11.glPopMatrix(); } GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); }
From source file:sophisticated_wolves.RenderSophisticatedWolf.java
License:LGPL
public void renderWolfName(EntitySophisticatedWolf wolf, double d, double d1, double d2) { float f = 1.6F; float f1 = 0.01666667F * f; float f2 = wolf.getDistanceToEntity(this.renderManager.livingPlayer); float f3 = wolf.isSitting() ? 32 : 64; if (f2 < f3) { String wolfName = wolf.getCustomNameTag(); FontRenderer fontRenderer = this.getFontRendererFromRenderManager(); GL11.glPushMatrix();/* www. j av a2 s.c o m*/ GL11.glTranslatef((float) d, (float) d1 + 1.5F, (float) d2); GL11.glNormal3f(0, 1, 0); GL11.glRotatef(-this.renderManager.playerViewY, 0, 1, 0); GL11.glRotatef(this.renderManager.playerViewX, 1, 0, 0); GL11.glScalef(-f1, -f1, f1); GL11.glDisable(GL11.GL_LIGHTING); GL11.glTranslatef(0, 0.25F / f1, 0); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldRenderer = tessellator.getWorldRenderer(); GL11.glDisable(GL11.GL_TEXTURE_2D); worldRenderer.startDrawingQuads(); int var16 = fontRenderer.getStringWidth(wolfName) / 2; worldRenderer.setColorRGBA_F(0, 0, 0, 0.25F); worldRenderer.addVertex(-var16 - 1, -1, 0); worldRenderer.addVertex(-var16 - 1, 8, 0); worldRenderer.addVertex(var16 + 1, 8, 0); worldRenderer.addVertex(var16 + 1, -1, 0); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); if (!wolf.isSitting()) { fontRenderer.drawString(wolfName, -fontRenderer.getStringWidth(wolfName) / 2, 0, getSitNameColor(wolf)); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); fontRenderer.drawString(wolfName, -fontRenderer.getStringWidth(wolfName) / 2, 0, getWolfNameColor(wolf)); } else { GL11.glDepthMask(true); fontRenderer.drawString(wolfName, -fontRenderer.getStringWidth(wolfName) / 2, 0, getSitNameColor(wolf)); } GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, 1); GL11.glPopMatrix(); } }
From source file:sqr.client.render.RenderFakePlayer.java
License:Open Source License
protected void renderLivingLabel(Entity entity, String text, double posX, double posY, double posZ, int visibleDistance) { final double distanceSq = entity.getDistanceSqToEntity(renderManager.livingPlayer); if (distanceSq <= visibleDistance * visibleDistance) { final EntityFakePlayer fakePlayer = (EntityFakePlayer) entity; final FontRenderer fontRenderer = getFontRendererFromRenderManager(); final float labelScale = 0.0268F; GL11.glPushMatrix();//from www . j a v a 2s . c o m { GL11.glTranslatef((float) posX + 0.0F, (float) posY + entity.height + 0.5F, (float) posZ); GL11.glNormal3f(0.0F, 1.0F, 0.0F); GL11.glRotatef(-renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(renderManager.playerViewX, 1.0F, 0.0F, 0.0F); GL11.glScalef(-labelScale, -labelScale, labelScale); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDepthMask(false); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glDisable(GL11.GL_TEXTURE_2D); final Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F); final int halfStringWidth = fontRenderer.getStringWidth(text) / 2; tessellator.addVertex(-halfStringWidth - 1, -1, 0.0D); tessellator.addVertex(-halfStringWidth - 1, 8, 0.0D); tessellator.addVertex(halfStringWidth + 1, 8, 0.0D); tessellator.addVertex(halfStringWidth + 1, -1, 0.0D); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); fontRenderer.drawString(text, -fontRenderer.getStringWidth(text) / 2, 0, 553648127); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); if (fakePlayer.isContributor) { fontRenderer.drawString(Color.YELLOW + Format.ITALIC + text, -fontRenderer.getStringWidth(text) / 2, 0, -1); } else { fontRenderer.drawString(text, -fontRenderer.getStringWidth(text) / 2, 0, -1); } GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); } GL11.glPopMatrix(); } }
From source file:src.graphics.common.Rendering.java
License:Open Source License
/** A generalised interface for stuff that wants to be rendered- *//* w ww . j a v a2s . c om*/ void initSettings() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glEnable(GL11.GL_NORMALIZE); // IF MISSING, COLOURS ARE TOO BRIGHT. GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE); }
From source file:src.graphics.sfx.MoteFX.java
License:Open Source License
public void renderTo(Rendering rendering) { mote.matchTo(this); mote.position.z -= 0.5f;/* w w w . ja va 2s.c om*/ mote.setAnimation("animation", progress); mote.update(); GL11.glDepthMask(false); GL11.glDisable(GL11.GL_DEPTH_TEST); mote.renderTo(rendering); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); }