public void switchToRightCamera(final Renderer r) { _rightCamera.apply(r); }
public void switchToLeftCamera(final Renderer r) { _leftCamera.apply(r); }
public void switchToLeftCamera(final Renderer r) { _leftCamera.update(); _leftCamera.apply(r); }
public void switchToRightCamera(final Renderer r) { _rightCamera.update(); _rightCamera.apply(r); }
protected void switchCameraOut() { _parentRenderer.flushFrame(false); // reset previous camera if (_oldCamera != null) { _oldCamera.apply(_parentRenderer); } // back to the non rtt settings _parentRenderer.getQueue().popBuckets(); }
protected void switchCameraOut() { _parentRenderer.flushFrame(false); // reset previous camera _oldCamera.update(); _oldCamera.apply(_parentRenderer); // back to the non rtt settings _parentRenderer.getQueue().popBuckets(); }
protected void switchCameraIn(final int clear) { // grab non-rtt settings _oldCamera = Camera.getCurrentCamera(); // swap to rtt settings _parentRenderer.getQueue().pushBuckets(); // clear the scene if (clear != 0) { clearBuffers(clear); } getCamera().apply(_parentRenderer); }
protected void switchCameraIn(final int clear) { // Note: no need for storing and replacing old camera since pbuffer is a separate context. // swap to rtt settings _parentRenderer.getQueue().pushBuckets(); // clear the scene if (clear != 0) { clearBuffers(clear); } getCamera().update(); getCamera().apply(_parentRenderer); }
protected void switchCameraIn(final int clear) { // grab non-rtt settings _oldCamera = Camera.getCurrentCamera(); // swap to rtt settings _parentRenderer.getQueue().pushBuckets(); // clear the scene if (clear != 0) { clearBuffers(clear); } getCamera().update(); getCamera().apply(_parentRenderer); }
@Override public boolean draw() { // set up context for rendering this canvas makeCurrentContext(); // render stuff, first apply our camera if we have one if (_camera != null) { _camera.apply(_renderer); } _renderer.clearBuffers(_frameClear); final boolean drew = _scene.render(_renderer); _renderer.flushFrame(drew && _doSwap); if (drew && _doSwap) { _canvasCallback.doSwap(); } // release the context if we're done (swapped and all) if (_doSwap) { releaseCurrentContext(); } return drew; }
public void render(final Renderer renderer, final Camera camera, final List<Spatial> spatials, final Spatial spatial, final EnumMap<StateType, RenderState> enforcedStates) { if (camera != Camera.getCurrentCamera()) { camera.update(); } camera.apply(renderer); final RenderContext context = ContextManager.getCurrentContext(); context.enforceStates(enforcedStates); if (spatial != null) { spatial.onDraw(renderer); } else { for (final Spatial spat : spatials) { spat.onDraw(renderer); } } renderer.renderBuckets(); context.clearEnforcedStates(); }
public void render(final Renderer renderer, final Camera camera, final List<Spatial> spatials, final Spatial spatial, final RenderMaterial enforcedMaterial, final EnumMap<StateType, RenderState> enforcedStates) { camera.apply(renderer); final RenderContext context = ContextManager.getCurrentContext(); context.enforceMaterial(enforcedMaterial); context.enforceStates(enforcedStates); if (spatial != null) { spatial.onDraw(renderer); } else { for (final Spatial spat : spatials) { spat.onDraw(renderer); } } renderer.renderBuckets(); context.clearEnforcedStates(); context.enforceMaterial(null); }
@MainThread public boolean draw() { // set up context for rendering this canvas makeCurrentContext(); // render stuff, first apply our camera if we have one if (_camera != null) { if (Camera.getCurrentCamera() != _camera) { _camera.update(); } _camera.apply(_renderer); } _renderer.clearBuffers(_frameClear); final boolean drew = _scene.renderUnto(_renderer); _renderer.flushFrame(drew && _doSwap); // release the context if we're done (swapped and all) if (_doSwap) { releaseCurrentContext(); } return drew; }
@MainThread public void init() { // tell our parent to lay us out so we have the right starting size. getParent().layout(); _quad = new Quad("fsq", 2, 2); _quad.setRenderMaterial("unlit/textured/fsq.yaml"); _quad.setModelBound(new BoundingBox()); _quad.getSceneHints().setLightCombineMode(LightCombineMode.Off); _quad.getSceneHints().setTextureCombineMode(TextureCombineMode.Replace); _quad.getSceneHints().setRenderBucketType(RenderBucketType.Skip); checkRTT(); _canvasRenderer.getCamera().apply(_canvasRenderer.getRenderer()); _inited = true; }
_camera.update(); _camera.apply(_renderer);
_camera.update(); _camera.apply(_renderer);