com.jogamp.opengl.GL2ES1 Java Examples
The following examples show how to use
com.jogamp.opengl.GL2ES1.
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Example #1
Source File: NEWTWindow.java From WarpPI with Apache License 2.0 | 5 votes |
@Override public void init(final GLAutoDrawable drawable) { final GL2ES1 gl = drawable.getGL().getGL2ES1(); onGLContext.submit(gl); if (WarpPI.getPlatform().getSettings().isDebugEnabled()) //Vsync gl.setSwapInterval(1); else //Vsync gl.setSwapInterval(2); //Textures gl.glEnable(GL.GL_TEXTURE_2D); //Transparency gl.glEnable(GL.GL_BLEND); gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); gl.glShadeModel(GLLightingFunc.GL_FLAT); //Multisampling //gl.glEnable(GL.GL_MULTISAMPLE); try { renderer.currentTex = ((JOGLSkin) engine.loadSkin("/test.png")).t; } catch (final Exception e) { e.printStackTrace(); } if (onInitialized != null) { onInitialized.run(); onInitialized = null; } System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); System.err.println("INIT GL IS: " + gl.getClass().getName()); System.err.println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR)); System.err.println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER)); System.err.println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION)); }
Example #2
Source File: Gl_300_test_alpha.java From jogl-samples with MIT License | 5 votes |
protected boolean initTest(GL3 gl3) { gl3.glEnable(GL_ALPHA_TEST); ((GL2ES1) gl3).glAlphaFunc(GL_GREATER, 0.2f); //To test alpha blending: // gl3.glEnable(GL_BLEND); // gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return checkError(gl3, "initTest"); }
Example #3
Source File: OpenGL.java From gama with GNU General Public License v3.0 | 4 votes |
public void initializeGLStates(final Color bg) { gl.glClearColor(bg.getRed() / 255.0f, bg.getGreen() / 255.0f, bg.getBlue() / 255.0f, 1.0f); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT); // Putting the swap interval to 0 (instead of 1) seems to cure some of // the problems of resizing of views. gl.setSwapInterval(0); // Enable smooth shading, which blends colors nicely, and smoothes out // lighting. gl.glShadeModel(GLLightingFunc.GL_SMOOTH); // Enabling the depth buffer & the depth testing gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do // Whether face culling is enabled or not if (GamaPreferences.Displays.ONLY_VISIBLE_FACES.getValue()) { gl.glEnable(GL.GL_CULL_FACE); gl.glCullFace(GL.GL_BACK); } // Turn on clockwise direction of vertices as an indication of "front" (important) gl.glFrontFace(GL.GL_CW); // Hints gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); gl.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST); gl.glHint(GL2.GL_POINT_SMOOTH_HINT, GL.GL_NICEST); gl.glHint(GL2.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST); gl.glHint(GL2.GL_MULTISAMPLE_FILTER_HINT_NV, GL2.GL_NICEST); // Enable texture 2D gl.glEnable(GL.GL_TEXTURE_2D); // Blending & alpha control gl.glEnable(GL.GL_BLEND); gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE); gl.glEnable(GL2.GL_ALPHA_TEST); gl.glAlphaFunc(GL2.GL_GREATER, 0.01f); // Disabling line smoothing to only rely on FSAA gl.glEnable(GL.GL_LINE_SMOOTH); gl.glEnable(GL2.GL_POINT_SMOOTH); gl.glEnable(GL2.GL_POLYGON_SMOOTH); // Enabling forced normalization of normal vectors (important) gl.glEnable(GL2.GL_NORMALIZE); // Enabling multi-sampling (necessary ?) // if (USE_MULTI_SAMPLE) { gl.glEnable(GL2.GL_MULTISAMPLE); // } initializeShapeCache(); }