Example usage for org.lwjgl.opengl GL11 glFlush

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

Introduction

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

Prototype

public static void glFlush() 

Source Link

Document

Causes all previously issued GL commands to complete in finite time (although such commands may still be executing when Flush returns).

Usage

From source file:fr.def.iss.vd2.lib_v3d.V3DCanvas.java

License:Open Source License

/**
 * Sets up the screen.//  ww w .j a va2s  . c  o m
 *
 * @see javax.media.openGL11.GLEventListener#init(javax.media.openGL11.GLAutoDrawable)
 */
public void init() {
    try {

        frame = new JFrame("Space agencies");
        //frame.setSize(width,height);
        //frame.setUndecorated(true);  //here
        frame.setVisible(true);
        //frame.setAlwaysOnTop(true);
        frame.setLocation(0, 0);
        Canvas canvas = new Canvas();
        canvas.setMinimumSize(new Dimension(800, 600));
        canvas.setPreferredSize(new Dimension(width, height));
        frame.add(canvas);
        frame.pack();
        frame.addWindowListener(generateWindowListener());

        frame.getContentPane().addHierarchyBoundsListener(new HierarchyBoundsListener() {

            @Override
            public void ancestorMoved(HierarchyEvent e) {
            }

            @Override
            public void ancestorResized(HierarchyEvent e) {
                width = frame.getContentPane().getWidth();
                height = frame.getContentPane().getHeight();
                reshape(0, 0, width, height);
            }
        });

        Display.setDisplayMode(new DisplayMode(width, height));
        //Display.setFullscreen(true);
        Display.setVSyncEnabled(false);
        Display.setTitle("Space agencies");
        Display.setParent(canvas);
        Display.create();
        canvas.requestFocus();
    } catch (Exception e) {
        System.out.println("Error setting up display" + e);
        System.exit(0);
    }

    // Enable z- (depth) buffer for hidden surface removal.
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glEnable(GL11.GL_POINT_SMOOTH);

    if (polygonOffset) {
        GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
        GL11.glPolygonOffset(1.0f, 1.0f);
    }
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
    GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_BLEND);

    // Enable smooth shading.
    GL11.glShadeModel(GL11.GL_SMOOTH);

    // Define "clear" color.
    GL11.glClearColor(0f, 0f, 0.4f, 0f);

    // We want a nice perspective.
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glFlush();

    TextureManager.clearCache();
    initied = true;

    //        new LWJGLBinding();

}

From source file:fr.def.iss.vd2.lib_v3d.V3DCanvas.java

License:Open Source License

/**
 * The only method that you should implement by yourself.
 *
 * @see javax.media.openGL11.GLEventListener#display(javax.media.openGL11.GLAutoDrawable)
 *///from w  w w . j av a 2 s. co m
public void display() {

    GL11.glClear(GL11.GL_ACCUM_BUFFER_BIT);

    for (V3DCameraBinding binding : cameraList) {

        GL11.glViewport(binding.x, binding.y, binding.width, binding.height);

        //Clean Background
        I3dColor color = binding.camera.getBackgroundColor();
        GL11.glClearColor(color.r, color.g, color.b, color.a);

        GL11.glScissor(binding.x, binding.y, binding.width, binding.height);
        GL11.glEnable(GL11.GL_SCISSOR_TEST);
        if (color.a == 1.0f) {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        } else {
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            GL11.glOrtho(0, binding.width, 0, binding.height, -2000.0, 2000.0);

            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glColor4f(color.r, color.g, color.b, color.a);
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glVertex3f(0, 0, 0);
            GL11.glVertex3f(binding.width, 0, 0);
            GL11.glVertex3f(binding.width, binding.height, 0);
            GL11.glVertex3f(0, binding.height, 0);
            GL11.glEnd();
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        }
        GL11.glDisable(GL11.GL_SCISSOR_TEST);

        binding.camera.display(binding.width, binding.height);

        GL11.glDisable(GL11.GL_DEPTH_TEST);
        //            binding.getGui().display();
        GL11.glEnable(GL11.GL_DEPTH_TEST);

        if (select && binding == focusCamera) {
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            //glu.gluPerspective(45.0f, h, 0.1, 2000.0);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            binding.camera.select(mouseX, mouseY);
            context.setMouseOverCameraBinding(binding);
        }
    }
    GL11.glFlush();
    select = false;
}

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

License:Apache License

public static void glFlush() {
    GL11.glFlush();
}

From source file:jake2.desktop.LWJGLAdapter.java

License:Open Source License

@Override
public void swapBuffers() {
    GL11.glFlush();
    Display.update();
}

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

License:Open Source License

protected void GLimp_EndFrame() {
    GL11.glFlush();
    // swap buffers
    Display.update();
}

From source file:org.oscim.gdx.LwjglGL20.java

License:Apache License

public void flush() {
    GL11.glFlush();
}

From source file:playn.java.JavaGL20.java

License:Apache License

@Override
public void glFlush() {
    GL11.glFlush();
}

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public void flush() {
    GL11.glFlush();
}

From source file:voxicity.Renderer.java

License:Open Source License

public void render() {
    lock.lock();//from  ww w  .  j a  v  a 2 s.  c  o  m

    quads = 0;
    draw_calls = 0;
    batch_draw_calls = 0;

    GL11.glLoadIdentity();
    GLU.gluLookAt(camera.pos.x, camera.pos.y, camera.pos.z, camera.pos.x + camera.look.x,
            camera.pos.y + camera.look.y, camera.pos.z + camera.look.z, camera.up.x, camera.up.y, camera.up.z);

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    for (ChunkNode.Batch batch : batches)
        render_batch(batch);

    GL11.glFlush();

    lock.unlock();
}

From source file:voxicity.RenderUpdater.java

License:Open Source License

public void run() {
    boolean cleaned_one = false;

    try {/*w  ww.j  av a 2  s  .c  o  m*/
        drawable.makeCurrent();

        while (!quitting) {
            ArrayList<ChunkID> ids = new ArrayList<ChunkID>();
            updates.drainTo(ids, 5);

            ArrayList<ChunkNode> nodes = new ArrayList<ChunkNode>();
            for (ChunkID id : ids) {
                lock.lock();
                ChunkNode node = chunks.get(id);
                lock.unlock();

                if (node != null)
                    nodes.add(node);
            }

            ArrayList<ChunkNode.Batch> additions = new ArrayList<ChunkNode.Batch>();
            ArrayList<ChunkNode.Batch> removals = new ArrayList<ChunkNode.Batch>();

            for (ChunkNode node : nodes) {
                ArrayList<ChunkNode.Batch> old_batches = new ArrayList<ChunkNode.Batch>(node.batches);
                if (!node.is_clean()) {
                    node.clean();
                    additions.addAll(new ArrayList<ChunkNode.Batch>(node.batches));
                    removals.addAll(old_batches);
                }
            }

            if (additions.size() > 0 || removals.size() > 0) {
                GL11.glFlush();
                client.renderer.add_remove(additions, removals);
            }

            for (ChunkNode.Batch batch : removals) {
                GL15.glDeleteBuffers(batch.vert_buf);
                GL15.glDeleteBuffers(batch.tex_buf);
                GL15.glDeleteBuffers(batch.indices);
            }
        }
    } catch (Exception e) {
        System.out.println("Render Updater is quitting");
        System.out.println(e);
        e.printStackTrace();
    }
}