@Override public void glBlendFunc (int sfactor, int dfactor) { calls++; gl20.glBlendFunc(sfactor, dfactor); check(); }
@Override public void glBlendFunc (int sfactor, int dfactor) { calls++; gl20.glBlendFunc(sfactor, dfactor); check(); }
public void setBlending (final boolean enabled, final int sFactor, final int dFactor) { if (enabled != blending) { blending = enabled; if (enabled) Gdx.gl.glEnable(GL20.GL_BLEND); else Gdx.gl.glDisable(GL20.GL_BLEND); } if (enabled && (blendSFactor != sFactor || blendDFactor != dFactor)) { Gdx.gl.glBlendFunc(sFactor, dFactor); blendSFactor = sFactor; blendDFactor = dFactor; } }
public void setBlending (final boolean enabled, final int sFactor, final int dFactor) { if (enabled != blending) { blending = enabled; if (enabled) Gdx.gl.glEnable(GL20.GL_BLEND); else Gdx.gl.glDisable(GL20.GL_BLEND); } if (enabled && (blendSFactor != sFactor || blendDFactor != dFactor)) { Gdx.gl.glBlendFunc(sFactor, dFactor); blendSFactor = sFactor; blendDFactor = dFactor; } }
/** Binds the material's texture to the OpenGL context and changes the glBlendFunc to the values used by it. */ public void set () { textureRegion.getTexture().bind(0); if (!isOpaque()) { Gdx.gl.glBlendFunc(srcBlendFactor, dstBlendFactor); } }
/** Binds the material's texture to the OpenGL context and changes the glBlendFunc to the values used by it. */ public void set () { textureRegion.getTexture().bind(0); if (!isOpaque()) { Gdx.gl.glBlendFunc(srcBlendFactor, dstBlendFactor); } }
@Override public void render () { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); cam.update(); Gdx.gl.glEnable(GL20.GL_BLEND); Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); for (int i = 0; i < LAYERS; i++) { SpriteCache cache = caches[i]; cache.setProjectionMatrix(cam.combined); cache.begin(); for (int j = 0; j < TILES_PER_LAYER; j += BLOCK_TILES) { cache.draw(layers[i], j, BLOCK_TILES); } cache.end(); } if (TimeUtils.nanoTime() - startTime >= 1000000000) { Gdx.app.log("TileTest", "fps: " + Gdx.graphics.getFramesPerSecond()); startTime = TimeUtils.nanoTime(); } } }
@Override public void render () { angle += Gdx.graphics.getDeltaTime() * 45; matrix.setToRotation(axis, angle); Mesh meshToDraw = Gdx.input.isButtonPressed(0) ? meshCustomVA : mesh; Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl20.glClearColor(0.2f, 0.2f, 0.2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D); Gdx.gl20.glEnable(GL20.GL_BLEND); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); texture.bind(); shader.begin(); shader.setUniformMatrix("u_worldView", matrix); shader.setUniformi("u_texture", 0); meshToDraw.render(shader, GL20.GL_TRIANGLES); shader.end(); }
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
@Override public void render () { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl.glEnable(GL20.GL_BLEND); Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); renderer.begin(ShapeType.Line); renderer.setColor(1, 0, 0, 0.5f); renderer.rect(0, 0, 100, 200); renderer.end(); renderer.begin(ShapeType.Filled); renderer.setColor(0, 1, 0, 0.5f); renderer.rect(200, 0, 100, 100); renderer.end(); renderer.begin(ShapeType.Line); renderer.setColor(0, 1, 0, 0.5f); renderer.circle(400, 50, 50); renderer.end(); renderer.begin(ShapeType.Filled); renderer.setColor(1, 0, 1, 0.5f); renderer.circle(500, 50, 50); renderer.end(); }
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); for (int i = 0; i < LAYERS; i++) { SpriteCache cache = caches[i];
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D); Gdx.gl20.glEnable(GL20.GL_BLEND); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
/** * Calls glBlendFunc with own source and destination factors */ public void apply() { Gdx.gl20.glBlendFunc(sfactor, dfactor); }
@Override public void glBlendFunc (int sfactor, int dfactor) { calls++; gl20.glBlendFunc(sfactor, dfactor); check(); }
/** Binds the material's texture to the OpenGL context and changes the glBlendFunc to the values used by it. */ public void set () { textureRegion.getTexture().bind(0); if (!isOpaque()) { Gdx.gl.glBlendFunc(srcBlendFactor, dstBlendFactor); } }
private void renderWalls (TrackWalls walls, boolean depthOnly) { if (!depthOnly) { gl.glEnable(GL20.GL_BLEND); gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); } gl.glDisable(GL20.GL_CULL_FACE); renderedWalls = renderOrthographicAlignedModels(walls.models, depthOnly, false); }
@Override public void drawCircle(float centerX, float centerY, int radius) { beginRendering(); endRendering(); renderingShapes = true; shapeRenderer.begin(ShapeType.Line); Gdx.gl.glEnable(GL20.GL_BLEND); Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); shapeRenderer.setColor(color); shapeRenderer.circle(centerX, centerY, radius); shapeRenderer.end(); }