com.badlogic.gdx.graphics.g3d.attributes.DepthTestAttribute Java Examples

The following examples show how to use com.badlogic.gdx.graphics.g3d.attributes.DepthTestAttribute. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: Sky.java    From gdx-proto with Apache License 2.0 6 votes vote down vote up
public static void createSkyBox (Texture xpos, Texture xneg, Texture ypos, Texture yneg, Texture zpos, Texture zneg) {
	modelInstance = new ModelInstance(model, "Skycube");
	
	// Set material textures
	modelInstance.materials.get(0).set(TextureAttribute.createDiffuse(xpos));
	modelInstance.materials.get(1).set(TextureAttribute.createDiffuse(xneg));
	modelInstance.materials.get(2).set(TextureAttribute.createDiffuse(ypos));
	modelInstance.materials.get(3).set(TextureAttribute.createDiffuse(yneg));
	modelInstance.materials.get(5).set(TextureAttribute.createDiffuse(zpos));
	modelInstance.materials.get(4).set(TextureAttribute.createDiffuse(zneg));
	
	//Disable depth test
	modelInstance.materials.get(0).set(new DepthTestAttribute(0));
	modelInstance.materials.get(1).set(new DepthTestAttribute(0));
	modelInstance.materials.get(2).set(new DepthTestAttribute(0));
	modelInstance.materials.get(3).set(new DepthTestAttribute(0));
	modelInstance.materials.get(4).set(new DepthTestAttribute(0));
	modelInstance.materials.get(5).set(new DepthTestAttribute(0));
	
	enabled = true;
}
 
Example #2
Source File: SceneSkybox.java    From gdx-gltf with Apache License 2.0 5 votes vote down vote up
public SceneSkybox(Cubemap cubemap){
	super();
	
	// create shader provider
	Config shaderConfig = new Config();
	String basePathName = "net/mgsx/gltf/shaders/skybox";
	shaderConfig.vertexShader = Gdx.files.classpath(basePathName + ".vs.glsl").readString();
	shaderConfig.fragmentShader = Gdx.files.classpath(basePathName + ".fs.glsl").readString();
	shaderProvider =  new DefaultShaderProvider(shaderConfig);
	
	// create box
	float boxScale = (float)(1.0 / Math.sqrt(2.0));
	boxModel = new ModelBuilder().createBox(boxScale, boxScale, boxScale, new Material(), VertexAttributes.Usage.Position);
	box = boxModel.nodes.first().parts.first().setRenderable(new Renderable());
	
	// assign environment
	Environment env = new Environment();
	env.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap));
	env.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));
	box.environment = env;
	
	// set hint to render last but before transparent ones
	box.userData = SceneRenderableSorter.Hints.OPAQUE_LAST;
	
	// set material options : preserve background depth
	box.material = new Material(ColorAttribute.createDiffuse(Color.WHITE));
	box.material.set(new DepthTestAttribute(false));
	
	
	// assign shader
	box.shader = shaderProvider.getShader(box);
}
 
Example #3
Source File: Sky.java    From gdx-proto with Apache License 2.0 5 votes vote down vote up
public static void createSkyBox (Texture skybox) {
	modelInstance = new ModelInstance(model, "Skybox");
	
	// Set material texutres and Disable depth test
	modelInstance.materials.get(0).set(TextureAttribute.createDiffuse(skybox));
	modelInstance.materials.get(0).set(new DepthTestAttribute(0));
	
	enabled = true;
}