com.badlogic.gdx.graphics.GL10 Java Examples
The following examples show how to use
com.badlogic.gdx.graphics.GL10.
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Example #1
Source File: RuinsOfRevenge.java From RuinsOfRevenge with MIT License | 5 votes |
@Override public void render() { Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 0f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); prepareDrawStack(); updateDrawStack(Gdx.graphics.getDeltaTime()); }
Example #2
Source File: TextureUtilGdx.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public static int convertTextureFormat(Format fmt){ switch (fmt){ case Alpha16: case Alpha8: return GL10.GL_ALPHA; case Luminance8Alpha8: case Luminance16Alpha16: return GL10.GL_LUMINANCE_ALPHA; case Luminance8: case Luminance16: return GL10.GL_LUMINANCE; case RGB10: case RGB16: case BGR8: case RGB8: case RGB565: return GL10.GL_RGB; case RGB5A1: case RGBA16: case RGBA8: return GL10.GL_RGBA; case Depth: return Gdx.gl20.GL_DEPTH_COMPONENT; case Depth16: return Gdx.gl20.GL_DEPTH_COMPONENT16; case Depth24: case Depth32: case Depth32F: throw new UnsupportedOperationException("Unsupported depth format: " + fmt); case DXT1A: throw new UnsupportedOperationException("Unsupported format: " + fmt); default: throw new UnsupportedOperationException("Unrecognized format: " + fmt); } }
Example #3
Source File: Scene3dDemo.java From Scene3d with Apache License 2.0 | 4 votes |
@Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); stage3d.act(); stage3d.draw(); stage2d.act(); stage2d.draw(); camController.update(); fpsLabel.setText("Fps: " + Gdx.graphics.getFramesPerSecond()); visibleLabel.setText("Visible: " + stage3d.getRoot().visibleCount); positionLabel.setText("Knight X:" + knight.getX()+" Y:"+knight.getY()+" Z:"+knight.getZ()); rotationLabel.setText("Knight Yaw:" + knight.getYaw()+" Pitch:"+knight.getPitch()+" " + "Roll:"+knight.getRoll()); positionCameraLabel.setText("Camera X:" + stage3d.getCamera().position.x +" Y:"+stage3d.getCamera().position.y+" Z:"+stage3d.getCamera().position.z); rotationCameraLabel.setText("Camera Yaw:" + stage3d.getCamera().direction.x +" Pitch:"+stage3d.getCamera().direction.y+" "+ "Roll:"+stage3d.getCamera().direction.z); angle = MathUtils.cosDeg(knight.getYaw() - 90); //90 degrees is correction factor angle2 = -MathUtils.sinDeg(knight.getYaw() - 90); if (upKey) { knight.addAction3d(Actions3d.moveBy(angle, 0f, angle2)); stage3d.getCamera().translate(angle, 0f, angle2); } else if (downKey) { knight.addAction3d(Actions3d.moveBy(-angle, 0f, -angle2)); stage3d.getCamera().translate(-angle, 0f, -angle2); } else if (rightKey) { knight.rotateYaw(-2f); if(stage3d.getCamera().direction.z > -0.76f) Camera3d.rotateBy(-2f, 0f, 0f, 0f); //stage3d.getCamera().translate(angle, 0f, angle2); //get the angle calculations rite to make // the camera truly follow knight } else if (leftKey) { knight.rotateYaw(2f); if(stage3d.getCamera().direction.z < -0.63f) Camera3d.rotateBy(2f, 0f, 0f, 0f); } /* private float stateTime; float angleDegrees; stateTime+= delta; angleDegrees = stateTime * 10.0f; camera.position.set(200f * MathUtils.sinDeg(angleDegrees), 20, -200.0f * MathUtils.cosDeg(angleDegrees)); camera.rotate(Vector3.Y, angleDegrees/10f*delta);*/ }
Example #4
Source File: SimUi.java From ingress-apk-mod with Apache License 2.0 | 4 votes |
@Override public void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); }
Example #5
Source File: CrtMonitor.java From RuinsOfRevenge with MIT License | 4 votes |
@Override public void render( FrameBuffer src, FrameBuffer dest ) { // the original scene Texture in = src.getColorBufferTexture(); boolean blendingWasEnabled = PostProcessor.isStateEnabled( GL20.GL_BLEND ); Gdx.gl.glDisable( GL10.GL_BLEND ); Texture out = null; if( doblur ) { pingPongBuffer.begin(); { // crt pass crt.setInput( in ).setOutput( pingPongBuffer.getSourceBuffer() ).render(); // blur pass blur.render( pingPongBuffer ); } pingPongBuffer.end(); out = pingPongBuffer.getResultTexture(); } else { // crt pass crt.setInput( in ).setOutput( buffer ).render(); out = buffer.getColorBufferTexture(); } if( blending || blendingWasEnabled ) { Gdx.gl.glEnable( GL20.GL_BLEND ); } if( blending ) { Gdx.gl.glBlendFunc( sfactor, dfactor ); } // do combine pass combine.setOutput( dest ).setInput( in, out ).render(); }