public static void apply(final ShadingState state) { // ask for the current state record final RenderContext context = ContextManager.getCurrentContext(); final ShadingStateRecord record = (ShadingStateRecord) context.getStateRecord(StateType.Shading); context.setCurrentState(StateType.Shading, state); // If not enabled, we'll use smooth final int toApply = state.isEnabled() ? getGLShade(state.getShadingMode()) : GL11.GL_SMOOTH; // only apply if we're different. Update record to reflect any changes. if (!record.isValid() || toApply != record.lastShade) { GL11.glShadeModel(toApply); record.lastShade = toApply; } if (!record.isValid()) { record.validate(); } }
public static void apply(final JoglRenderer renderer, final ShadingState state) { final GL gl = GLContext.getCurrentGL(); // ask for the current state record final RenderContext context = ContextManager.getCurrentContext(); final ShadingStateRecord record = (ShadingStateRecord) context.getStateRecord(StateType.Shading); context.setCurrentState(StateType.Shading, state); // If not enabled, we'll use smooth final int toApply = state.isEnabled() ? getGLShade(state.getShadingMode()) : GLLightingFunc.GL_SMOOTH; // only apply if we're different. Update record to reflect any changes. if (!record.isValid() || toApply != record.lastShade) { gl.getGL2().glShadeModel(toApply); record.lastShade = toApply; } if (!record.isValid()) { record.validate(); } }