@Override public void glCullFace (int mode) { calls++; gl20.glCullFace(mode); check(); }
@Override public void glCullFace (int mode) { calls++; gl20.glCullFace(mode); check(); }
public void setCullFace (final int face) { if (face != cullFace) { cullFace = face; if ((face == GL20.GL_FRONT) || (face == GL20.GL_BACK) || (face == GL20.GL_FRONT_AND_BACK)) { Gdx.gl.glEnable(GL20.GL_CULL_FACE); Gdx.gl.glCullFace(face); } else Gdx.gl.glDisable(GL20.GL_CULL_FACE); } } }
public void setCullFace (final int face) { if (face != cullFace) { cullFace = face; if ((face == GL20.GL_FRONT) || (face == GL20.GL_BACK) || (face == GL20.GL_FRONT_AND_BACK)) { Gdx.gl.glEnable(GL20.GL_CULL_FACE); Gdx.gl.glCullFace(face); } else Gdx.gl.glDisable(GL20.GL_CULL_FACE); } } }
@Override public void render () { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl.glDepthFunc(GL20.GL_LEQUAL); Gdx.gl.glCullFace(GL20.GL_BACK); modelView.translate(10f, 0, 10f).rotate(0, 1f, 0, 2f * Gdx.graphics.getDeltaTime()).translate(-10f, 0, -10f); cameraController.update(); textureArray.bind(); shaderProgram.begin(); shaderProgram.setUniformi("u_textureArray", 0); shaderProgram.setUniformMatrix("u_projViewTrans", camera.combined); shaderProgram.setUniformMatrix("u_modelView", modelView); terrain.render(shaderProgram, GL20.GL_TRIANGLES); shaderProgram.end(); }
@Override public void glCullFace (int mode) { calls++; gl20.glCullFace(mode); check(); }
public void setCullFace (final int face) { if (face != cullFace) { cullFace = face; if ((face == GL20.GL_FRONT) || (face == GL20.GL_BACK) || (face == GL20.GL_FRONT_AND_BACK)) { Gdx.gl.glEnable(GL20.GL_CULL_FACE); Gdx.gl.glCullFace(face); } else Gdx.gl.glDisable(GL20.GL_CULL_FACE); } } }
public void renderStaticMeshes () { if (staticMeshes.size() > 0) { // render "static-meshes" layer gl.glEnable(GL20.GL_CULL_FACE); gl.glFrontFace(GL20.GL_CCW); gl.glCullFace(GL20.GL_BACK); renderOrthographicAlignedModels(staticMeshes, false, world.isNightMode()); } }
public void updateNormalDepthMap () { gl.glCullFace(GL20.GL_BACK); gl.glFrontFace(GL20.GL_CCW); gl.glEnable(GL20.GL_CULL_FACE); gl.glDisable(GL20.GL_BLEND); gl.glEnable(GL20.GL_DEPTH_TEST); gl.glDepthFunc(GL20.GL_LESS); gl.glDepthMask(true); setSsaoScale(DefaultSsaoScale); updateSsaoPlanes(); normalDepthMap.begin(); { gl.glClearDepthf(1f); gl.glClearColor(0, 0, 0, 1); gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); // renderAllMeshes(true); renderTilemapPlane(); renderCars(true); renderWalls(true); // if (staticMeshes.size() > 0) { // gl.glEnable(GL20.GL_DEPTH_TEST); // gl.glDepthFunc(GL20.GL_LESS); // // renderOrthographicAlignedModels(staticMeshes, true); // } renderTrees(true); } normalDepthMap.end(); }