/** Sets up the render context, must be matched with a call to {@link #end()}. */ public void begin () { Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); depthFunc = 0; Gdx.gl.glDepthMask(true); depthMask = true; Gdx.gl.glDisable(GL20.GL_BLEND); blending = false; Gdx.gl.glDisable(GL20.GL_CULL_FACE); cullFace = blendSFactor = blendDFactor = 0; textureBinder.begin(); }
/** Sets up the render context, must be matched with a call to {@link #end()}. */ public void begin () { Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); depthFunc = 0; Gdx.gl.glDepthMask(true); depthMask = true; Gdx.gl.glDisable(GL20.GL_BLEND); blending = false; Gdx.gl.glDisable(GL20.GL_CULL_FACE); cullFace = blendSFactor = blendDFactor = 0; textureBinder.begin(); }
/** Sets up the render context, must be matched with a call to {@link #end()}. */ public void begin () { Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); depthFunc = 0; Gdx.gl.glDepthMask(true); depthMask = true; Gdx.gl.glDisable(GL20.GL_BLEND); blending = false; Gdx.gl.glDisable(GL20.GL_CULL_FACE); cullFace = blendSFactor = blendDFactor = 0; textureBinder.begin(); }