Java Code Examples for com.badlogic.gdx.graphics.GL20#glClear()
The following examples show how to use
com.badlogic.gdx.graphics.GL20#glClear() .
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Example 1
Source File: HelpScreen2.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
Example 2
Source File: MainMenuScreen.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClearColor(1, 0, 0, 1); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.logo, 160 - 274 / 2, 480 - 10 - 142, 274, 142); game.batcher.draw(Assets.mainMenu, 10, 200 - 110 / 2, 300, 110); game.batcher.draw(Settings.soundEnabled ? Assets.soundOn : Assets.soundOff, 0, 0, 64, 64); game.batcher.end(); }
Example 3
Source File: HighscoresScreen.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.highScoresRegion, 10, 360 - 16, 300, 33); float y = 230; for (int i = 4; i >= 0; i--) { Assets.font.draw(game.batcher, highScores[i], xOffset, y); y += Assets.font.getLineHeight(); } game.batcher.draw(Assets.arrow, 0, 0, 64, 64); game.batcher.end(); }
Example 4
Source File: HelpScreen3.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
Example 5
Source File: HelpScreen.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); }
Example 6
Source File: HelpScreen5.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
Example 7
Source File: HelpScreen4.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
Example 8
Source File: GdxScreen.java From libGDX-Path-Editor with Apache License 2.0 | 6 votes |
@Override public void present(float deltaTime) { GL20 gl = Gdx.graphics.getGL20(); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); gl.glClearColor(0.698f, 0.698f, 0.698f, 1f); camera.update(); bgDrawer.presentFakeBG(screenW, screenH, camera.combined); stage.act(deltaTime); stage.draw(); bgDrawer.presentOverlayBG(screenW, screenH, (int)camera.position.x, (int)camera.position.y, (int)camera.viewportWidth, (int)camera.viewportHeight, stage.getSpriteBatch()); if (splineBuilder != null) { splineBuilder.present(camera.combined); } }
Example 9
Source File: Renderer.java From VuforiaLibGDX with MIT License | 5 votes |
public void render(Display display, float delta) { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); TrackableResult[] results = null; if (vuforiaRenderer != null && vuforiaRenderer.isActive()) { //render camera background and find targets results = vuforiaRenderer.onDrawFrame(); } gl.glEnable(GL20.GL_DEPTH_TEST); gl.glEnable(GL20.GL_CULL_FACE); double FOV = 1.0; if (vuforiaRenderer != null) { FOV = Math.toDegrees(vuforiaRenderer.getFieldOfViewRadians()); } setProjectionAndCamera(display, results, (float) FOV); modelBatch.begin(camera); gl.glDepthMask(true); modelBatch.render(display.modelInstance, lights); modelBatch.end(); gl.glDisable(GL20.GL_CULL_FACE); gl.glDisable(GL20.GL_DEPTH_TEST); gl.glDisable(GL20.GL_BLEND); }
Example 10
Source File: SuperJumper.java From ashley-superjumper with Apache License 2.0 | 5 votes |
@Override public void render() { GL20 gl = Gdx.gl; gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); super.render(); }
Example 11
Source File: Renderer.java From buffer_bci with GNU General Public License v3.0 | 5 votes |
public void render (Simulation simulation, float delta) { // We explicitly require GL10, otherwise we could've used the GLCommon // interface via Gdx.gl GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); renderBackground(); gl.glEnable(GL20.GL_DEPTH_TEST); gl.glEnable(GL20.GL_CULL_FACE); setProjectionAndCamera(simulation.ship); modelBatch.begin(camera); modelBatch.render(simulation.explosions); if (!simulation.ship.isExploding) modelBatch.render(simulation.ship, lights); modelBatch.render(simulation.invaders, lights); modelBatch.render(simulation.blocks); modelBatch.render(simulation.shots); modelBatch.end(); gl.glDisable(GL20.GL_CULL_FACE); gl.glDisable(GL20.GL_DEPTH_TEST); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.begin(); if (simulation.ship.lives != lastLives || simulation.score != lastScore || simulation.wave != lastWave) { status = "lives: " + simulation.ship.lives + " wave: " + simulation.wave + " score: " + simulation.score; lastLives = simulation.ship.lives; lastScore = simulation.score; lastWave = simulation.wave; } spriteBatch.enableBlending(); font.draw(spriteBatch, status, 0, 320); spriteBatch.end(); invaderAngle += delta * 90; if (invaderAngle > 360) invaderAngle -= 360; }
Example 12
Source File: GdxApp.java From libGDX-Path-Editor with Apache License 2.0 | 5 votes |
@Override public void render() { if (uiHandler != null) { uiHandler.updateMemoryInfo(getMemoryConsumption()); } if (screen != null) { screen.update(Gdx.graphics.getDeltaTime()); screen.present(Gdx.graphics.getDeltaTime()); } else { GL20 gl = Gdx.graphics.getGL20(); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); gl.glClearColor(0.698f, 0.698f, 0.698f, 1f); } }