public void renderSprite () { batch.disableBlending(); if (mode % 2 == 0) sprite2.draw(batch); else sprite.draw(batch); batch.enableBlending(); } }
public void render () { angle += 45 * Gdx.graphics.getDeltaTime(); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); cam.update(); matrix.setToRotation(0, 1, 0, angle); cam.combined.mul(matrix); fbo.begin(); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); modelBatch.begin(cam); modelBatch.render(sceneInstance); modelBatch.end(); fbo.end(); batch.begin(); batch.disableBlending(); batchShader.setUniformi("u_filterSize", filter.length); batchShader.setUniform1fv("u_filter", filter, 0, filter.length); batchShader.setUniform2fv("u_offsets", offsets, 0, offsets.length); batch.draw(fboRegion, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch.end(); logger.log(); } }
float w = s * image.getWidth(), h = s * image.getHeight() / 2, x = -w / 2, y = -h / 2; batch.setShader(null); batch.disableBlending(); batch.draw(image, -pw / 2, -ph / 2, pw, ph, 0, 1, 1, 0); batch.setShader(etc1aShader);
batch.getProjectionMatrix().setToOrtho2D(0, 0, 24, 12); batch.getTransformMatrix().idt(); batch.disableBlending(); batch.begin(); for (int i = 0; i < sprites.length; i++) {
batch.disableBlending(); batch.begin(); batch.draw(layers[0], -(int)(layers[0].getRegionWidth() / 2), -(int)(layers[0].getRegionHeight() / 2));
batch.disableBlending(); batch.begin(); batch.draw(frameBuffer.getTextureAttachments().get(DIFFUSE_ATTACHMENT), 0, 0, Gdx.graphics.getWidth() / 4f,
@Override public void disableBlending() { spriteBatch.disableBlending(); }
public void render(SpriteBatch batch, int renderLayer) { if(renderLayer == Integer.parseInt(render_layer)){ batch.enableBlending(); //draw the alpha mask drawAlphaMask(batch, item.position.x, item.position.y, item.region.getRegionWidth(), item.region.getRegionHeight()); //draw our foreground elements drawForeground(batch, item.position.x, item.position.y, item.region.getRegionWidth(), item.region.getRegionHeight()); batch.disableBlending(); } }
public void draw(SpriteBatch sb, float parentAlpha){ sb.enableBlending(); sb.draw(texture, getX() + 32, getY()); sb.disableBlending(); }
private void debug (SpriteBatch batch) { Gdx.gl.glDisable(GL20.GL_BLEND); Gdx.gl.glDisable(GL20.GL_CULL_FACE); Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); batch.disableBlending(); dbgTextureW(batch, 360, occlusionMap.getResultTexture(), 50); }
private void debug (SpriteBatch batch) { Gdx.gl.glDisable(GL20.GL_BLEND); Gdx.gl.glDisable(GL20.GL_CULL_FACE); Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); batch.disableBlending(); dbgTextureW(batch, 180, normalDepthMap, 12); dbgTextureW(batch, 360, occlusionMap.getResultTexture(), 24); }
private void renderBackground () { viewMatrix.setToOrtho2D(0, 0, 400, 320); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.begin(); spriteBatch.disableBlending(); spriteBatch.setColor(Color.WHITE); spriteBatch.draw(backgroundTexture, 0, 0, 480, 320, 0, 0, 512, 512, false, false); spriteBatch.end(); }
private void renderGraphicalStats (SpriteBatch batch, int y) { batch.enableBlending(); batch.setColor(1, 1, 1, 0.8f); batch.draw(stats.getRegion(), ScaleUtils.PlayWidth - stats.getWidth(), y); batch.setColor(1, 1, 1, 1f); batch.disableBlending(); }
public void debugRender () { if (debug) { SpriteBatch batch = batchRenderer.beginTopLeft(); batch.setTransformMatrix(xform); batch.disableBlending(); GameEvents.gameRenderer.batch = batch; GameEvents.gameRenderer.trigger(this, GameRendererEvent.Type.BatchDebug); batchRenderer.end(); batch.setTransformMatrix(identity); GameEvents.gameRenderer.batch = null; GameEvents.gameRenderer.trigger(this, GameRendererEvent.Type.Debug); } }
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); }
public void draw () { GL20 gl = Gdx.gl; gl.glClearColor(1, 0, 0, 1); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.logo, 160 - 274 / 2, 480 - 10 - 142, 274, 142); game.batcher.draw(Assets.mainMenu, 10, 200 - 110 / 2, 300, 110); game.batcher.draw(Settings.soundEnabled ? Assets.soundOn : Assets.soundOff, 0, 0, 64, 64); game.batcher.end(); }