public void switchToLeftCamera(final Renderer r) { _leftCamera.update(); _leftCamera.apply(r); }
public void switchToRightCamera(final Renderer r) { _rightCamera.update(); _rightCamera.apply(r); }
/** * Should only be called on a thread with an active context. */ public void contextLost() { // Notify any interested parties of the deletion. ContextManager.fireCleanContextEvent(this); // invalidate our render states invalidateStates(); // force camera update if (_currentCamera != null) { _currentCamera.update(); } } }
/** * Should only be called on a thread with an active context. */ public void contextLost() { // Notify any interested parties of the deletion. ContextManager.fireCleanContextEvent(this); // invalidate our render states invalidateStates(); // force camera update if (_currentCamera != null) { _currentCamera.update(); } } }
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) { // 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); }
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(); }
@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; }
texArray.add(textureDepth); tRenderer.getCamera().update(); tRenderer.getCamera().getViewMatrix(); tRenderer.getCamera().getProjectionMatrix();
texArray.add(textureDepth); tRenderer.getCamera().update(); tRenderer.getCamera().getModelViewMatrix(); tRenderer.getCamera().getProjectionMatrix();
shadowCam.update();
shadowCam.update();
_camera.update();
_camera.update();