List of usage examples for org.lwjgl.opengl GL11 glHint
public static void glHint(@NativeType("GLenum") int target, @NativeType("GLenum") int hint)
From source file:playn.java.JavaGL20.java
License:Apache License
@Override public void glHint(int target, int mode) { GL11.glHint(target, mode); }
From source file:processing.lwjgl.PLWJGL.java
License:Open Source License
public void hint(int target, int hint) { GL11.glHint(target, hint); }
From source file:processing.opengl.PLWJGL.java
License:Open Source License
@Override public void hint(int target, int hint) { GL11.glHint(target, hint); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glHint(int a, int b) { GL11.glHint(a, b); }
From source file:tk.jacklin213.voxelgale.rendering.BasicRenderer.java
License:Apache License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w ww .j ava2s . c om*/ GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0, 0, 0, 0); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
From source file:uk.co.hexeption.darkforge.utils.render.GLUtils.java
License:Open Source License
public static void enableGL2D() { GL11.glDisable(GL11.GL_DEPTH_TEST);/*from ww w. j a va 2s.co m*/ GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST); }
From source file:uk.co.hexeption.darkforge.utils.render.GLUtils.java
License:Open Source License
public static void disableGL2D() { GL11.glEnable(GL11.GL_TEXTURE_2D);// ww w. j av a 2 s . c o m GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_DONT_CARE); GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_DONT_CARE); }