List of usage examples for org.lwjgl.opengl GL11 glFlush
public static void glFlush()
From source file:zsawyer.mods.stereoscopic3d.DebugUtil.java
License:Open Source License
public static void debugSwapBuffers(Eye eye) { if (eye == Stereoscopic3D.instance.renderer.currentEye) { try {/* w w w .ja va 2 s .c o m*/ GL11.glFlush(); Display.swapBuffers(); Thread.sleep(1000); Display.swapBuffers(); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); } } }
From source file:zsawyer.mods.stereoscopic3d.DebugUtil.java
License:Open Source License
public static void drawStereoscopicSquare(Eye eye) { // switch position depending on eye int offset = 10 * eye.ordinal(); // switch color depending on eye GL11.glColor3f(eye.ordinal(), 0, 1 - eye.ordinal()); // draw quad/*from ww w . j a v a2s .c om*/ GL11.glBegin(GL11.GL_QUADS); { GL11.glVertex2f(100 + offset, 100); GL11.glVertex2f(100 + 200 + offset, 100); GL11.glVertex2f(100 + 200 + offset, 100 + 200); GL11.glVertex2f(100 + offset, 100 + 200); } GL11.glEnd(); checkGLError(); GL11.glFlush(); }
From source file:zsawyer.mods.stereoscopic3d.renderers.ScalingRenderer.java
License:Open Source License
@Override public synchronized void cleanUpAfterFrame() { if (isPlaying()) { GL11.glFlush(); } }
From source file:zsawyer.mods.stereoscopic3d.renderers.StencilingRenderer.java
License:Open Source License
protected synchronized void reinit() { reinitPending = true;// w w w. j a va 2 s . c o m if (!Display.isDirty()) { int width = mc.displayWidth; int height = mc.displayHeight; savePreviousState(); initStencilState(); setupView(width, height); prepareStencilBuffer(); drawStencilPattern(width, height); // disabling changes in stencil buffer GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP); GL11.glFlush(); recoverPreviousState(); reinitPending = false; } }
From source file:zsawyer.mods.stereoscopic3d.renderers.StencilingRenderer.java
License:Open Source License
public void cleanUpAfterFrame() { if (this.mc.theWorld != null && !this.mc.skipRenderWorld) { if (currentEye == Eye.LEFT) { GL11.glFlush(); } else {/*from w w w.j a va 2s . c om*/ GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0x01); } } }