Example usage for org.lwjgl.opengl GL11 glDisable

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

Introduction

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

Prototype

public static void glDisable(@NativeType("GLenum") int target) 

Source Link

Document

Disables the specified OpenGL state.

Usage

From source file:com.opengrave.og.engine.RenderView.java

License:Open Source License

public void prepare3DTransparent() {
    Util.checkErr();/*from w w w .  jav  a 2  s .co  m*/
    GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL);
    Util.checkErr();
    GL11.glEnable(GL11.GL_BLEND);
    Util.checkErr();
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    Util.checkErr();
    GL11.glDisable(GL11.GL_CULL_FACE);
}

From source file:com.opengrave.og.engine.RenderView.java

License:Open Source License

private void prepare3DOpaque() {
    GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL);

    GL11.glDisable(GL11.GL_BLEND);//from ww w . j  a v  a2s  . co m
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glEnable(GL11.GL_CULL_FACE);
}

From source file:com.opengrave.og.gui.ScrollBox.java

License:Open Source License

/**
 * Special cases Ho!/* ww w  . ja v  a2 s.  c o m*/
 */
@Override
public void render(int totalx, int totaly) {
    synchronized (children) {
        UIElement e = children.get(0);

        // GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        // GL11.glEnable(GL11.GL_DEPTH_TEST);
        // GL11.glDepthFunc(GL11.GL_LESS);
        // Render box at location
        // location2d = new Vector3f(totalx, totaly, 0);
        // render(null, RenderStyle.NORMAL);
        // GL11.glDepthFunc(GL11.GL_EQUAL);
        // Render contents minus scroll ammount
        if (width < 0 || height < 0) {
            return;
        }
        GL11.glScissor(totalx, MainThread.lastH - (totaly + height), width, height);
        GL11.glEnable(GL11.GL_SCISSOR_TEST);
        e.render(totalx, (int) (totaly - scrolly));
        // GL11.glDepthFunc(GL11.GL_LESS);
        GL11.glDisable(GL11.GL_SCISSOR_TEST);

    }
}

From source file:com.opengrave.og.gui.ScrollBox.java

License:Open Source License

public void renderForPicking(int totalx, int totaly) {
    synchronized (children) {
        UIElement e = children.get(0);/*from   w  w  w  .jav a2s  .co m*/

        // GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        // GL11.glEnable(GL11.GL_DEPTH_TEST);
        // GL11.glDepthFunc(GL11.GL_LESS);
        // Render box at location
        // location2d = new Vector3f(totalx, totaly, 0);
        // render(null, RenderStyle.NORMAL);
        // GL11.glDepthFunc(GL11.GL_EQUAL);
        // Render contents minus scroll ammount
        if (width < 0 || height < 0) {
            return;
        }
        GL11.glScissor(x, MainThread.lastH - (totaly + height), width, height);
        GL11.glEnable(GL11.GL_SCISSOR_TEST);

        e.renderForPicking(totalx, (int) (totaly - scrolly));
        GL11.glDisable(GL11.GL_SCISSOR_TEST);
    }
}

From source file:com.opengrave.og.light.Depth2DFramebuffer.java

License:Open Source License

@Override
public void bindDraw() {
    Util.checkErr();//from  ww  w .ja  v  a  2 s.  c  o m

    for (int i = GL13.GL_TEXTURE0; i < GL13.GL_TEXTURE31; i++) {
        GL13.glActiveTexture(i);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
        GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, 0);
        GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 0);
    }
    Util.checkErr();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
    Util.checkErr();
    GL11.glDisable(GL11.GL_BLEND);
    Util.checkErr();
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glDepthMask(true);
    Util.checkErr();
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    Util.checkErr();
    GL11.glViewport(0, 0, framebufferSize, framebufferSize);

}

From source file:com.opengrave.og.light.Depth2DFramebuffer.java

License:Open Source License

public void dumpTestingImage() {
    // TESTING//from  w  ww  . j  av  a 2s.c  om
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    int pID = Resources.loadShader("test.vs", "test.fs").getProgram();
    GL20.glUseProgram(pID);
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(shadow, 0);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    shadowMap.bind(GL13.GL_TEXTURE0);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, count * 3);
    shadowMap.unbind();
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    // END TESTING
}

From source file:com.opengrave.og.light.DepthCubeFramebuffer.java

License:Open Source License

public void bindDraw(int direction) {
    Util.checkErr();//from   w ww  .  j  a  v  a  2  s. c o  m
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
    shadowMap.bindToFrameBuffer(direction);
    Util.checkErr();

    Util.checkErr();
    GL11.glDisable(GL11.GL_BLEND);
    Util.checkErr();
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glDepthMask(true);
    Util.checkErr();
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    Util.checkErr();
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glViewport(0, 0, framebufferSize, framebufferSize);

}

From source file:com.opengrave.og.MainThread.java

License:Open Source License

public static void set2D() {
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);// w  w  w .  j a  v  a2  s.  c o m
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

}

From source file:com.owens.oobjloader.lwjgl.VBO.java

License:BSD License

public void render() {

    GL11.glEnable(GL11.GL_TEXTURE_2D);//ww w  . ja  v  a2 s .  c  o  m
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textId); // Bind The Texture

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, verticeAttributesID);

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glVertexPointer(3, GL11.GL_FLOAT, ATTR_V_STRIDE2_BYTES, ATTR_V_OFFSET_BYTES);

    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glNormalPointer(GL11.GL_FLOAT, ATTR_N_STRIDE2_BYTES, ATTR_N_OFFSET_BYTES);

    GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glTexCoordPointer(2, GL11.GL_FLOAT, ATTR_T_STRIDE2_BYTES, ATTR_T_OFFSET_BYTES);

    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_INT, 0);

    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
}

From source file:com.pahimar.ee3.client.renderer.item.ItemAlchemyTableRenderer.java

License:LGPL

private void renderAlchemyTable(float x, float y, float z, float scale) {

    GL11.glPushMatrix();/* w  w w .  j  av a 2  s  . c o  m*/
    GL11.glDisable(GL11.GL_LIGHTING);

    // Scale, Translate, Rotate
    GL11.glScalef(scale, scale, scale);
    GL11.glTranslatef(x, y, z);
    GL11.glRotatef(-90F, 1F, 0, 0);

    // Bind texture
    FMLClientHandler.instance().getClient().renderEngine.bindTexture(Textures.MODEL_ALCHEMY_TABLE);

    // Render
    modelAlchemyTable.render();

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glPopMatrix();
}