List of usage examples for org.lwjgl.opengl GL11 glEnableClientState
public static native void glEnableClientState(@NativeType("GLenum") int cap);
From source file:org.craftmania.rendering.ChunkMeshRenderer.java
License:Apache License
public static void renderChunkMesh(Chunk chunk, MeshType meshType) { if (chunk.getMesh().getVBO(meshType) <= 0) { return;/* w w w. j a va 2 s .com*/ } /* Bind the correct texture */ GL11.glEnable(GL11.GL_TEXTURE_2D); TextureStorage.getTexture("terrain").bind(); if (meshType == MeshType.OPAQUE) { GL11.glDisable(GL11.GL_BLEND); } else if (meshType == MeshType.TRANSLUCENT) { GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0f); } ChunkMesh mesh = chunk.getMesh(); /* Bind the buffer */ ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, mesh.getVBO(meshType)); /* Enable the different kinds of data in the buffer */ GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); // System.out.println("Chunk Vertices = " + mesh.getVertexCount()); /* Define the starting positions */ GL11.glVertexPointer(POSITION_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, POSITION_OFFSET * FLOAT_SIZE); GL11.glTexCoordPointer(TEX_COORD_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, TEX_COORD_OFFSET * FLOAT_SIZE); GL11.glColorPointer(COLOR_SIZE, GL11.GL_FLOAT, STRIDE * FLOAT_SIZE, COLOR_OFFSET * FLOAT_SIZE); /* Draw the buffer */ GL11.glDrawArrays(GL11.GL_QUADS, 0, mesh.getVertexCount(meshType)); /* Unbind the buffer */ ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0); /* Disable the different kindds of data */ GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (meshType == MeshType.TRANSLUCENT) { GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_ALPHA_TEST); } }
From source file:org.free.jake2.render.lwjgl.Mesh.java
License:Open Source License
/** * GL_DrawAliasFrameLerp//from w ww . j a v a 2 s. c o m * * interpolates between two frames and origins FIXME: batch lerp all vertexes */ void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) { qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame]; int[] verts1 = frame.verts; qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe]; int[] ov = oldframe.verts; float alpha; if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { alpha = currententity.alpha; } else { alpha = 1.0f; } // PMM - added double shell if ((currententity.flags & (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { GL11.glDisable(GL11.GL_TEXTURE_2D); } float frontlerp = 1.0f - backlerp; // move should be the delta back to the previous frame * backlerp Math3D.VectorSubtract(currententity.oldorigin, currententity.origin, frontv); Math3D.AngleVectors(currententity.angles, vectors[0], vectors[1], vectors[2]); move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left move[2] = Math3D.DotProduct(frontv, vectors[2]); // up Math3D.VectorAdd(move, oldframe.translate, move); for (int i = 0; i < 3; i++) { move[i] = backlerp * move[i] + frontlerp * frame.translate[i]; frontv[i] = frontlerp * frame.scale[i]; backv[i] = backlerp * oldframe.scale[i]; } // ab hier wird optimiert GL_LerpVerts(paliashdr.num_xyz, ov, verts1, move, frontv, backv); //GL11.glEnableClientState( GL11.GL_VERTEX_ARRAY ); GL11.glVertexPointer(3, 0, vertexArrayBuf); // PMM - added double damage shell if ((currententity.flags & (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { GL11.glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha); } else { GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glColorPointer(4, 0, colorArrayBuf); // // pre light everything // FloatBuffer color = colorArrayBuf; float l; int size = paliashdr.num_xyz; int j = 0; for (int i = 0; i < size; i++) { l = shadedots[(verts1[i] >>> 24) & 0xFF]; color.put(j, l * shadelight[0]); color.put(j + 1, l * shadelight[1]); color.put(j + 2, l * shadelight[2]); color.put(j + 3, alpha); j += 4; } } GL13.glClientActiveTexture(GL_TEXTURE0); GL11.glTexCoordPointer(2, 0, textureArrayBuf); //GL11.glEnableClientState( GL11.GL_TEXTURE_COORD_ARRAY); int pos = 0; int[] counts = paliashdr.counts; IntBuffer srcIndexBuf = null; FloatBuffer dstTextureCoords = textureArrayBuf; FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf; int dstIndex = 0; int srcIndex = 0; int count; int mode; int size = counts.length; for (int j = 0; j < size; j++) { // get the vertex count and primitive type count = counts[j]; if (count == 0) { break; // done } srcIndexBuf = paliashdr.indexElements[j]; mode = GL11.GL_TRIANGLE_STRIP; if (count < 0) { mode = GL11.GL_TRIANGLE_FAN; count = -count; } srcIndex = pos << 1; srcIndex--; for (int k = 0; k < count; k++) { dstIndex = srcIndexBuf.get(k) << 1; dstTextureCoords.put(dstIndex, srcTextureCoords.get(++srcIndex)); dstTextureCoords.put(++dstIndex, srcTextureCoords.get(++srcIndex)); } GL11.glDrawElements(mode, srcIndexBuf); pos += count; } // PMM - added double damage shell if ((currententity.flags & (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { GL11.glEnable(GL11.GL_TEXTURE_2D); } GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); }
From source file:org.free.jake2.render.lwjgl.Misc.java
License:Open Source License
void GL_SetDefaultState() { GL11.glClearColor(1f, 0f, 0.5f, 0.5f); // original quake2 //GL11.glClearColor(0, 0, 0, 0); // replaced with black GL11.glCullFace(GL11.GL_FRONT);/*from w w w.j av a 2s. c om*/ GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0.666f); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1, 1, 1, 1); GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); GL11.glShadeModel(GL11.GL_FLAT); GL_TextureMode(gl_texturemode.string); GL_TextureAlphaMode(gl_texturealphamode.string); GL_TextureSolidMode(gl_texturesolidmode.string); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, gl_filter_min); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, gl_filter_max); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv(GL11.GL_REPLACE); if (qglPointParameterfEXT) { // float[] attenuations = { gl_particle_att_a.value, gl_particle_att_b.value, gl_particle_att_c.value }; FloatBuffer att_buffer = BufferUtils.createFloatBuffer(4); att_buffer.put(0, gl_particle_att_a.value); att_buffer.put(1, gl_particle_att_b.value); att_buffer.put(2, gl_particle_att_c.value); GL11.glEnable(GL11.GL_POINT_SMOOTH); GL14.glPointParameterf(EXTPointParameters.GL_POINT_SIZE_MIN_EXT, gl_particle_min_size.value); GL14.glPointParameterf(EXTPointParameters.GL_POINT_SIZE_MAX_EXT, gl_particle_max_size.value); GL14.glPointParameter(EXTPointParameters.GL_DISTANCE_ATTENUATION_EXT, att_buffer); } if (qglColorTableEXT && gl_ext_palettedtexture.value != 0.0f) { GL11.glEnable(EXTSharedTexturePalette.GL_SHARED_TEXTURE_PALETTE_EXT); GL_SetTexturePalette(d_8to24table); } GL_UpdateSwapInterval(); /* * vertex array extension */ GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL13.glClientActiveTexture(GL_TEXTURE0); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); }
From source file:org.free.jake2.render.lwjgl.Surf.java
License:Open Source License
/** * R_DrawBrushModel// ww w . jav a2s. c o m */ void R_DrawBrushModel(entity_t e) { if (currentmodel.nummodelsurfaces == 0) { return; } currententity = e; gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1; boolean rotated; if (e.angles[0] != 0 || e.angles[1] != 0 || e.angles[2] != 0) { rotated = true; for (int i = 0; i < 3; i++) { mins[i] = e.origin[i] - currentmodel.radius; maxs[i] = e.origin[i] + currentmodel.radius; } } else { rotated = false; Math3D.VectorAdd(e.origin, currentmodel.mins, mins); Math3D.VectorAdd(e.origin, currentmodel.maxs, maxs); } if (R_CullBox(mins, maxs)) { return; } GL11.glColor3f(1, 1, 1); // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); // TODO wird beim multitexturing nicht gebraucht //gl_lms.clearLightmapSurfaces(); Math3D.VectorSubtract(r_newrefdef.vieworg, e.origin, modelorg); if (rotated) { Math3D.VectorCopy(modelorg, org); Math3D.AngleVectors(e.angles, forward, right, up); modelorg[0] = Math3D.DotProduct(org, forward); modelorg[1] = -Math3D.DotProduct(org, right); modelorg[2] = Math3D.DotProduct(org, up); } GL11.glPushMatrix(); e.angles[0] = -e.angles[0]; // stupid quake bug e.angles[2] = -e.angles[2]; // stupid quake bug R_RotateForEntity(e); e.angles[0] = -e.angles[0]; // stupid quake bug e.angles[2] = -e.angles[2]; // stupid quake bug GL_EnableMultitexture(true); GL_SelectTexture(GL_TEXTURE0); GL_TexEnv(GL11.GL_REPLACE); GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf); GL_SelectTexture(GL_TEXTURE1); GL_TexEnv(GL11.GL_MODULATE); GL11.glTexCoordPointer(2, Polygon.BYTE_STRIDE, globalPolygonTexCoord1Buf); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); R_DrawInlineBModel(); GL13.glClientActiveTexture(GL_TEXTURE1); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL_EnableMultitexture(false); GL11.glPopMatrix(); }
From source file:org.free.jake2.render.lwjgl.Surf.java
License:Open Source License
/** * R_DrawWorld/* w w w. j av a 2s .co m*/ */ void R_DrawWorld() { if (r_drawworld.value == 0) { return; } if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) { return; } currentmodel = r_worldmodel; Math3D.VectorCopy(r_newrefdef.vieworg, modelorg); entity_t ent = worldEntity; // auto cycle the world frame for texture animation ent.clear(); ent.frame = (int) (r_newrefdef.time * 2); currententity = ent; gl_state.currenttextures[0] = gl_state.currenttextures[1] = -1; GL11.glColor3f(1, 1, 1); // memset (gl_lms.lightmap_surfaces, 0, sizeof(gl_lms.lightmap_surfaces)); // TODO wird bei multitexture nicht gebraucht //gl_lms.clearLightmapSurfaces(); R_ClearSkyBox(); GL_EnableMultitexture(true); GL_SelectTexture(GL_TEXTURE0); GL_TexEnv(GL11.GL_REPLACE); GL11.glInterleavedArrays(GL11.GL_T2F_V3F, Polygon.BYTE_STRIDE, globalPolygonInterleavedBuf); GL_SelectTexture(GL_TEXTURE1); GL11.glTexCoordPointer(2, Polygon.BYTE_STRIDE, globalPolygonTexCoord1Buf); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); if (gl_lightmap.value != 0) { GL_TexEnv(GL11.GL_REPLACE); } else { GL_TexEnv(GL11.GL_MODULATE); } R_RecursiveWorldNode(r_worldmodel.nodes[0]); // root node GL13.glClientActiveTexture(GL_TEXTURE1); GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL_EnableMultitexture(false); DrawTextureChains(); R_DrawSkyBox(); R_DrawTriangleOutlines(); }
From source file:org.jogamp.glg2d.VertexBuffer.java
License:Apache License
/** * Draws the vertices and rewinds the buffer to be ready to draw next time. * /*from ww w. j a v a2s . c o m*/ * @param gl * The graphics context to use to draw * @param mode * The mode, e.g. {@code GL#GL_LINE_STRIP} */ public void drawBuffer(int mode) { if (buffer.position() == 0) { return; } int count = buffer.position(); buffer.rewind(); GL11.glVertexPointer(2, 0, buffer); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDrawArrays(mode, 0, count / 2); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); buffer.position(count); }
From source file:org.spout.engine.renderer.GL11BatchVertexRenderer.java
License:Open Source License
@Override protected void doFlush() { GL11.glNewList(displayList, GL11.GL_COMPILE); FloatBuffer vBuffer = BufferUtils.createFloatBuffer(vertexBuffer.size()); vBuffer.clear();/*ww w .ja v a2 s .c o m*/ vBuffer.put(vertexBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(4, 0, vBuffer); /*if (useColors) { vBuffer.clear(); vBuffer.put(colorBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glColorPointer(4, 0, vBuffer); }*/ if (useNormals) { vBuffer.clear(); vBuffer.put(normalBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glNormalPointer(0, vBuffer); } if (useTextures) { FloatBuffer temp = BufferUtils.createFloatBuffer(uvBuffer.size()); temp.put(uvBuffer.toArray()); temp.flip(); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glTexCoordPointer(2, 0, temp); } GL11.glDrawArrays(renderMode, 0, numVertices); GL11.glEndList(); }
From source file:org.terasology.rendering.nui.internal.Line.java
License:Apache License
public void draw(float x1, float y1, float x2, float y2, float width, Color color, Color background, float alpha) { GL20.glUseProgram(0);/*from w ww. j ava2 s .c om*/ GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); float t = 0; float r = 0; float f = width - (int) width; float a; boolean alphaBlend = alpha > 0; float cRed = color.rf(); float cGreen = color.gf(); float cBlue = color.bf(); float bRed = background.rf(); float bGreen = background.gf(); float bBlue = background.bf(); if (alphaBlend) { a = alpha; } else { a = 1.f; } if (width >= 0.0 && width < 1.0) { t = 0.05f; r = 0.48f + 0.32f * f; if (!alphaBlend) { cRed += 0.88 * (1 - f); cGreen += 0.88 * (1 - f); cBlue += 0.88 * (1 - f); if (cRed > 1.0f) { cRed = 1.0f; } if (cGreen > 1.0f) { cGreen = 1.0f; } if (cBlue > 1.0f) { cBlue = 1.0f; } } else { a *= f; } } else if (width >= 1.0 && width < 2.0) { t = 0.05f + f * 0.33f; r = 0.768f + 0.312f * f; } else if (width >= 2.0 && width < 3.0) { t = 0.38f + f * 0.58f; r = 1.08f; } else if (width >= 3.0 && width < 4.0) { t = 0.96f + f * 0.48f; r = 1.08f; } else if (width >= 4.0 && width < 5.0) { t = 1.44f + f * 0.46f; r = 1.08f; } else if (width >= 5.0 && width < 6.0) { t = 1.9f + f * 0.6f; r = 1.08f; } else if (width >= 6.0) { float ff = width - 6.0f; t = 2.5f + ff * 0.50f; r = 1.08f; } //determine angle of the line to horizontal float tx = 0; //core thinkness of a line float ty = 0; float rx = 0; //fading edge of a line float ry = 0; float cx = 0; //cap of a line float cy = 0; float epsilon = 0.01f; float dx = x2 - x1; float dy = y2 - y1; if (Math.abs(dx) < epsilon) { //vertical tx = t; ty = 0; rx = r; ry = 0; if (width > 0.0 && width < 1.0) { tx *= 8; } else if (width == 1.0) { tx *= 10; } } else if (Math.abs(dy) < epsilon) { //horizontal tx = 0; ty = t; rx = 0; ry = r; if (width > 0.0 && width < 1.0) { ty *= 8; } else if (width == 1.0) { ty *= 10; } } else { if (width < 3) { //approximate to make things even faster float m = dy / dx; //and calculate tx,ty,rx,ry if (m > -0.4142 && m <= 0.4142) { // -22.5< angle <= 22.5, approximate to 0 (degree) tx = t * 0.1f; ty = t; rx = r * 0.6f; ry = r; } else if (m > 0.4142 && m <= 2.4142) { // 22.5< angle <= 67.5, approximate to 45 (degree) tx = t * -0.7071f; ty = t * 0.7071f; rx = r * -0.7071f; ry = r * 0.7071f; } else if (m > 2.4142 || m <= -2.4142) { // 67.5 < angle <=112.5, approximate to 90 (degree) tx = t; ty = t * 0.1f; rx = r; ry = r * 0.6f; } else if (m > -2.4142 && m < -0.4142) { // 112.5 < angle < 157.5, approximate to 135 (degree) tx = t * 0.7071f; ty = t * 0.7071f; rx = r * 0.7071f; ry = r * 0.7071f; } } else { //calculate to exact dx = y1 - y2; dy = x2 - x1; float len = (float) Math.sqrt(dx * dx + dy * dy); dx /= len; dy /= len; cx = -0.6f * dy; cy = 0.6f * dx; tx = t * dx; ty = t * dy; rx = r * dx; ry = r * dy; } } //draw the line by triangle strip float[] lineVertex = { x1 - tx - rx, y1 - ty - ry, //fading edge1 x2 - tx - rx, y2 - ty - ry, x1 - tx, y1 - ty, //core x2 - tx, y2 - ty, x1 + tx, y1 + ty, x2 + tx, y2 + ty, x1 + tx + rx, y1 + ty + ry, //fading edge2 x2 + tx + rx, y2 + ty + ry }; GL11.glVertexPointer(2, 0, wrap(lineVertex)); if (!alphaBlend) { float[] lineColor = { bRed, bGreen, bBlue, bRed, bGreen, bBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, bRed, bGreen, bBlue, bRed, bGreen, bBlue }; GL11.glColorPointer(3, 0, wrap(lineColor)); } else { float[] lineColor = { cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, 0 }; GL11.glColorPointer(4, 0, wrap(lineColor)); } if ((Math.abs(dx) < epsilon || Math.abs(dy) < epsilon) && width <= 1.0) { GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 6); } else { GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 8); } //cap (do not draw if too thin) if (width >= 3) { //draw cap lineVertex = new float[] { x1 - rx + cx, y1 - ry + cy, //cap1 x1 + rx + cx, y1 + ry + cy, x1 - tx - rx, y1 - ty - ry, x1 + tx + rx, y1 + ty + ry, x2 - rx - cx, y2 - ry - cy, //cap2 x2 + rx - cx, y2 + ry - cy, x2 - tx - rx, y2 - ty - ry, x2 + tx + rx, y2 + ty + ry }; GL11.glVertexPointer(2, 0, wrap(lineVertex)); if (!alphaBlend) { float[] lineColor = { bRed, bGreen, bBlue, //cap1 bRed, bGreen, bBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue, bRed, bGreen, bBlue, //cap2 bRed, bGreen, bBlue, cRed, cGreen, cBlue, cRed, cGreen, cBlue }; GL11.glColorPointer(3, 0, wrap(lineColor)); } else { float[] lineColor = { cRed, cGreen, cBlue, 0, //cap1 cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, 0, //cap2 cRed, cGreen, cBlue, 0, cRed, cGreen, cBlue, a, cRed, cGreen, cBlue, a }; GL11.glColorPointer(4, 0, wrap(lineColor)); } GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 4); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 4, 4); } GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDisableClientState(GL11.GL_COLOR_ARRAY); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:org.voxels.platform.LWJGLOpenGLAdapter.java
License:Open Source License
@Override public void glEnableClientState(final int cap) { GL11.glEnableClientState(cap); }
From source file:org.xmlvm.iphone.gl.GL.java
License:Open Source License
public static void glEnableClientState(int param) { GL11.glEnableClientState(param); }