com.badlogic.gdx.graphics.GL20 Java Examples

The following examples show how to use com.badlogic.gdx.graphics.GL20. 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: IciclesScreen.java    From ud405 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    // TODO: Call update() on player


    iciclesViewport.apply(true);
    Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    renderer.setProjectionMatrix(iciclesViewport.getCamera().combined);
    renderer.begin(ShapeType.Filled);
    renderer.setColor(Constants.ICICLE_COLOR);
    icicle.render(renderer);
    player.render(renderer);
    renderer.end();

}
 
Example #2
Source File: HeadlessG3dModelLoader.java    From gdx-proto with Apache License 2.0 6 votes vote down vote up
private int parseType (String type) {
	if (type.equals("TRIANGLES")) {
		return GL20.GL_TRIANGLES;
	} else if (type.equals("LINES")) {
		return GL20.GL_LINES;
	} else if (type.equals("POINTS")) {
		return GL20.GL_POINTS;
	} else if (type.equals("TRIANGLE_STRIP")) {
		return GL20.GL_TRIANGLE_STRIP;
	} else if (type.equals("LINE_STRIP")) {
		return GL20.GL_LINE_STRIP;
	} else {
		throw new GdxRuntimeException("Unknown primitive type '" + type
				+ "', should be one of triangle, trianglestrip, line, linestrip, lineloop or point");
	}
}
 
Example #3
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update();

    viewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(viewport.getCamera().combined);
    level.render(batch);
}
 
Example #4
Source File: SettingsScreen.java    From buffer_bci with GNU General Public License v3.0 6 votes vote down vote up
@Override
public void render(float delta) {
    // Clear Screen
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    stage.act(delta);

    if (StandardizedInterface.getInstance().BufferClient.isConnected()) {
        statusButton.setText("Disconnect");
        statusLabel.setColor(0,255,0,1);
    }
    else {
        statusButton.setText("Connect");
        statusLabel.setColor(255,0,0,1);
    }
    statusLabel.setText("Status: " + StandardizedInterface.getInstance().BufferClient.getConnectionState());

    // Draw stage
    stage.draw();
}
 
Example #5
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();


}
 
Example #6
Source File: BasePicker.java    From Mundus with Apache License 2.0 6 votes vote down vote up
public Pixmap getFrameBufferPixmap(Viewport viewport) {
    int w = viewport.getScreenWidth();
    int h = viewport.getScreenHeight();
    int x = viewport.getScreenX();
    int y = viewport.getScreenY();
    final ByteBuffer pixelBuffer = BufferUtils.newByteBuffer(w * h * 4);

    Gdx.gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fbo.getFramebufferHandle());
    Gdx.gl.glReadPixels(x, y, w, h, GL30.GL_RGBA, GL30.GL_UNSIGNED_BYTE, pixelBuffer);
    Gdx.gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);

    final int numBytes = w * h * 4;
    byte[] imgLines = new byte[numBytes];
    final int numBytesPerLine = w * 4;
    for (int i = 0; i < h; i++) {
        pixelBuffer.position((h - i - 1) * numBytesPerLine);
        pixelBuffer.get(imgLines, i * numBytesPerLine, numBytesPerLine);
    }

    Pixmap pixmap = new Pixmap(w, h, Pixmap.Format.RGBA8888);
    BufferUtils.copy(imgLines, 0, pixmap.getPixels(), imgLines.length);

    return pixmap;
}
 
Example #7
Source File: IciclesScreen.java    From ud405 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    icicles.update(delta);
    player.update(delta);

    iciclesViewport.apply(true);
    Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    renderer.setProjectionMatrix(iciclesViewport.getCamera().combined);
    renderer.begin(ShapeType.Filled);
    icicles.render(renderer);
    player.render(renderer);
    renderer.end();

}
 
Example #8
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #9
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();


}
 
Example #10
Source File: HelpScreen4.java    From ashley-superjumper with Apache License 2.0 6 votes vote down vote up
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 #11
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #12
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #13
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #14
Source File: UsefulMeshs.java    From Mundus with Apache License 2.0 6 votes vote down vote up
public static Model createAxes() {
    final float GRID_MIN = -10f;
    final float GRID_MAX = 10f;
    final float GRID_STEP = 1f;
    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();
    MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES,
            VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material());
    builder.setColor(Color.LIGHT_GRAY);
    for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
        builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
        builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
    }
    builder = modelBuilder.part("axes", GL20.GL_LINES,
            VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material());
    builder.setColor(Color.RED);
    builder.line(0, 0, 0, 100, 0, 0);
    builder.setColor(Color.GREEN);
    builder.line(0, 0, 0, 0, 100, 0);
    builder.setColor(Color.BLUE);
    builder.line(0, 0, 0, 0, 0, 100);
    return modelBuilder.end();
}
 
Example #15
Source File: MainMenuScreen.java    From libgdx-2d-tutorial with MIT License 6 votes vote down vote up
@Override
public void render (float delta) {
	Gdx.gl.glClearColor(0.15f, 0.15f, 0.3f, 1);
	Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
	game.batch.begin();
	
	game.scrollingBackground.updateAndRender(delta, game.batch);
	
	int x = SpaceGame.WIDTH / 2 - EXIT_BUTTON_WIDTH / 2;
	if (game.cam.getInputInGameWorld().x < x + EXIT_BUTTON_WIDTH && game.cam.getInputInGameWorld().x > x && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y < EXIT_BUTTON_Y + EXIT_BUTTON_HEIGHT && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y > EXIT_BUTTON_Y) {
		game.batch.draw(exitButtonActive, x, EXIT_BUTTON_Y, EXIT_BUTTON_WIDTH, EXIT_BUTTON_HEIGHT);
	} else {
		game.batch.draw(exitButtonInactive, x, EXIT_BUTTON_Y, EXIT_BUTTON_WIDTH, EXIT_BUTTON_HEIGHT);
	}
	
	x = SpaceGame.WIDTH / 2 - PLAY_BUTTON_WIDTH / 2;
	if (game.cam.getInputInGameWorld().x < x + PLAY_BUTTON_WIDTH && game.cam.getInputInGameWorld().x > x && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y < PLAY_BUTTON_Y + PLAY_BUTTON_HEIGHT && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y > PLAY_BUTTON_Y) {
		game.batch.draw(playButtonActive, x, PLAY_BUTTON_Y, PLAY_BUTTON_WIDTH, PLAY_BUTTON_HEIGHT);
	} else {
		game.batch.draw(playButtonInactive, x, PLAY_BUTTON_Y, PLAY_BUTTON_WIDTH, PLAY_BUTTON_HEIGHT);
	}
	
	game.batch.draw(logo, SpaceGame.WIDTH / 2 - LOGO_WIDTH / 2, LOGO_Y, LOGO_WIDTH, LOGO_HEIGHT);
	
	game.batch.end();
}
 
Example #16
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #17
Source File: Starfield.java    From ud405 with MIT License 6 votes vote down vote up
@Override
public void render () {
    // Wanna see what happens when we accidentally generate the stars every frame?
    // initStars(STAR_DENSITY);
    // TODO: Make the night sky black
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // TODO: Begin a shapeRenderer batch using ShapeType.Point
    shapeRenderer.begin(ShapeType.Point);
    // TODO: Loop through the star positions and use shapeRenderer to draw points
    for (Vector2 star : stars){
        shapeRenderer.point(star.x, star.y, 0);
    }
    // TODO: End the shapeRenderer batch
    shapeRenderer.end();
}
 
Example #18
Source File: Splash.java    From Skyland with MIT License 6 votes vote down vote up
@Override
public void render(float v) {
    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    Skyland.getInstance().renderStage();

    if (Gdx.input.isKeyPressed(Input.Keys.BACK))
        System.exit(0);

    if (!loaded && Assets.update())
        loaded = true;

    if (loaded && animationFinished) {
        Assets.addSkinRegions("skins/skin.pack");
        addFonts();
        Assets.menuSkin.load(Gdx.files.internal("skins/skin.json"));
        Skyland.getInstance().setScreen(new MenuScene());
    }
}
 
Example #19
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();


}
 
Example #20
Source File: BvBWorkspace.java    From talos with Apache License 2.0 6 votes vote down vote up
private void drawTools(Batch batch, float parentAlpha) {
    Skeleton skeleton = skeletonContainer.getSkeleton();
    if(skeleton == null) return;

    if(showingTools) {
        batch.end();
        Gdx.gl.glLineWidth(1f);
        Gdx.gl.glEnable(GL20.GL_BLEND);
        shapeRenderer.setProjectionMatrix(batch.getProjectionMatrix());
        shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);

        drawShapeRendererTools();

        shapeRenderer.end();
        batch.begin();

        if(showingTools) {
            drawSpriteTools(batch, parentAlpha);
        }
    }
}
 
Example #21
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #22
Source File: BlendingSpriteParticleRenderer.java    From seventh with GNU General Public License v2.0 6 votes vote down vote up
@Override
public void render(Canvas canvas, Camera camera, float alpha, ParticleData particles) {
    int src = canvas.getSrcBlendFunction();
    int dst = canvas.getDstBlendFunction();
    //canvas.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_FUNC_ADD);
    canvas.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE);
    Gdx.gl20.glBlendEquation(GL20.GL_FUNC_ADD);
    
    Vector2f cameraPos = camera.getRenderPosition(alpha);
    for(int i = 0; i < particles.numberOfAliveParticles; i++) {
        Sprite sprite = particles.sprite[i];
        Vector2f pos = particles.pos[i];
        sprite.setPosition(pos.x - cameraPos.x, pos.y - cameraPos.y);
        sprite.setScale(particles.scale[i]);
        sprite.setColor(particles.color[i]);
        sprite.setRotation(particles.rotation[i]);
        canvas.drawRawSprite(sprite);
    }
    
    canvas.setBlendFunction(src, dst);
}
 
Example #23
Source File: ViewportsExercise.java    From ud405 with MIT License 6 votes vote down vote up
@Override
public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // TODO: Apply the viewport
    viewport.apply();

    // TODO: Set the projection matrix of the ShapeRenderer to the combined matrix of the viewport's camera
    renderer.setProjectionMatrix(viewport.getCamera().combined);

    renderer.begin(ShapeType.Filled);
    renderer.setColor(Color.WHITE);
    renderer.rect(0, 0, WORLD_WIDTH, WORLD_HEIGHT);
    renderer.setColor(Color.BLACK);
    punchCantorGasket(0, 0, WORLD_WIDTH, WORLD_HEIGHT, RECURSIONS);
    renderer.setColor(Color.WHITE);
    renderer.circle(WORLD_WIDTH / 2, WORLD_HEIGHT / 2, Math.min(WORLD_WIDTH, WORLD_HEIGHT) / 6.5f, 20);
    renderer.end();
}
 
Example #24
Source File: DrawTheCantorGasket.java    From ud405 with MIT License 6 votes vote down vote up
@Override
public void render () {
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // Finds a good place to draw our fractal
    // Rectangle has members x,y for the lower left corner, and width and height
    Rectangle bounds = findLargestSquare();

    // TODO: Begin a filled shapeRenderer batch

    // TODO: Draw a white square matching the bounds

    // TODO: Set the working color to black, and call punchCantorGasket with the bounds

    // TODO: End the batch
    shapeRenderer.end();
}
 
Example #25
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #26
Source File: MenuExtensionScreen.java    From Unlucky with MIT License 6 votes vote down vote up
public void render(float dt) {
    update(dt);
    for (int i = 0; i < game.menuBackground.length; i++) {
        game.menuBackground[i].update(dt);
    }

    // clear screen
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    if (renderBatch) {
        stage.getBatch().setProjectionMatrix(stage.getCamera().combined);
        stage.getBatch().begin();
        // fix fading
        if (batchFade) stage.getBatch().setColor(Color.WHITE);
        for (int i = 0; i < game.menuBackground.length; i++) {
            game.menuBackground[i].render((SpriteBatch) stage.getBatch());
        }
        stage.getBatch().end();
    }

    super.render(dt);
}
 
Example #27
Source File: DrawTheCantorGasket.java    From ud405 with MIT License 6 votes vote down vote up
@Override
public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    Rectangle bounds = findLargestSquare();

    // TODO: Begin a filled shapeRenderer batch
    shapeRenderer.begin(ShapeType.Filled);

    // TODO: Draw a white square matching the bounds
    shapeRenderer.setColor(Color.WHITE);
    shapeRenderer.rect(bounds.x, bounds.y, bounds.width, bounds.height);

    // TODO: Set the working color to black, and call punchCantorGasket with the bounds
    shapeRenderer.setColor(Color.BLACK);
    punchCantorGasket(bounds.x, bounds.y, bounds.width, RECURSIONS);

    // TODO: End the batch
    shapeRenderer.end();
}
 
Example #28
Source File: Renderer.java    From VuforiaLibGDX with MIT License 6 votes vote down vote up
public Renderer() {

        lights = new Environment();
        lights.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE));

        camera = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        camera.near = 1.0F;
        camera.far = 1000.0F;
        //set camera into "Vuforia - style" direction
        camera.position.set(new Vector3(0,0,0));
        camera.lookAt(new Vector3(0,0,1));

        IntBuffer buffer = BufferUtils.newIntBuffer(16);
        Gdx.gl.glGetIntegerv(GL20.GL_MAX_TEXTURE_IMAGE_UNITS, buffer);
        int units = buffer.get(0);
        Log.d("TAG", "Max texture units: "+units);
        modelBatch = new ModelBatch(new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 0)));
    }
 
Example #29
Source File: GameplayScreen.java    From ud406 with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
    level.update(delta);
    chaseCam.update(delta);
    gameplayViewport.apply();
    Gdx.gl.glClearColor(
            Constants.BACKGROUND_COLOR.r,
            Constants.BACKGROUND_COLOR.g,
            Constants.BACKGROUND_COLOR.b,
            Constants.BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(gameplayViewport.getCamera().combined);
    batch.begin();
    level.render(batch);

    batch.end();

}
 
Example #30
Source File: Quad.java    From shattered-pixel-dungeon-gdx with GNU General Public License v3.0 5 votes vote down vote up
public static void setupIndices(){
	ShortBuffer indices = getIndices( Short.MAX_VALUE );
	if (bufferIndex == -1){
		bufferIndex = Gdx.gl.glGenBuffer();
	}
	Gdx.gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferIndex);
	Gdx.gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, (indices.capacity()*2), indices, GL20.GL_STATIC_DRAW);
	Gdx.gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
}