public static void glBlendFunc( int sfactor, int dfactor) { gl().glBlendFunc( sfactor, dfactor); }
/** * @param pGl * FIXME move to util! */ public static void enableTransparentText(GL2 pGl) { // do not draw the transparent parts of the texture pGl.glEnable(GL.GL_BLEND); pGl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); // don't show source alpha parts in the destination // determine which areas of the polygon are to be rendered pGl.glEnable(GL2ES1.GL_ALPHA_TEST); pGl.glAlphaFunc(GL.GL_GREATER, 0); // only render if alpha > 0 }
gl2.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); gl2.glEnable(GL2.GL_BLEND);
gl2.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); gl2.glEnable(GL2.GL_BLEND);
gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE,osdt[0]); gl.glEnable(gl.GL_BLEND); gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(1,1,1,1); gl.glBegin(gl.GL_QUADS); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE,bgtexturet[0]); gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); gl.glBegin(gl.GL_QUADS); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE,logotexturet[0]); gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(1.0f,1.0f,1.0f,1.0f);
@Override void updateTransparencyAttributes(Context ctx, float alpha, int geometryType, int polygonMode, boolean lineAA, boolean pointAA, int transparencyMode, int srcBlendFunction, int dstBlendFunction) { if (VERBOSE) System.err.println("JoglPipeline.updateTransparencyAttributes()"); GL2 gl = context(ctx).getGL().getGL2(); if (transparencyMode != TransparencyAttributes.SCREEN_DOOR) { gl.glDisable(GL2.GL_POLYGON_STIPPLE); } else { gl.glEnable(GL2.GL_POLYGON_STIPPLE); gl.glPolygonStipple(screen_door_table[(int)(alpha * 16)]); } if ((transparencyMode < TransparencyAttributes.SCREEN_DOOR) || ((((geometryType & RenderMolecule.LINE) != 0) || (polygonMode == PolygonAttributes.POLYGON_LINE)) && lineAA) || ((((geometryType & RenderMolecule.POINT) != 0) || (polygonMode == PolygonAttributes.POLYGON_POINT)) && pointAA)) { gl.glEnable(GL.GL_BLEND); // valid range of blendFunction 0..3 is already verified in shared code. gl.glBlendFunc(blendFunctionTable[srcBlendFunction], blendFunctionTable[dstBlendFunction]); } else { gl.glDisable(GL.GL_BLEND); } }
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl2.glEnable(GL2.GL_TEXTURE_2D); gl2.glEnable(GL2.GL_BLEND); gl2.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); gl2.glDisable(GL2.GL_COLOR); gl2.glColor4f(1, 1, 1,0.5f);
pGl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL); gl.glEnable(GL.GL_BLEND); gl.glBlendFunc(GL.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); this.setFrustrum(gl); if (this.currentSceneGraph != null) { gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); this.renderFace(gl, this.marker); gl.glDisable(GL2.GL_BLEND);
gl.glLineWidth(thickness); gl.glEnable(gl.GL_BLEND); gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); gl.glBegin(gl.GL_LINE_STRIP); setGLColor(gl, argbTL); argbBL=readInt(28, cmddata); gl.glEnable(gl.GL_BLEND); gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); gl.glBegin(gl.GL_QUADS); setGLColor(gl, argbTL); gl.glLineWidth(thickness); gl.glEnable(gl.GL_BLEND); gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); drawGLCurve(gl, (float)x+width/2, (float)y+height/2, (float)width/2, (float)height/2, gl.glScissor(clipX, clipY, clipW, clipH); gl.glEnable(gl.GL_BLEND); gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); drawGLCurve(gl, x+width/2, y+height/2, width/2, height/2, 0, (float)(2*java.lang.Math.PI), 64, gl.glLineWidth(thickness); gl.glEnable(gl.GL_BLEND); gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); arcRadius=arcRadius/2; drawGLCurve(gl, x+arcRadius, y+arcRadius, arcRadius, arcRadius,
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); //Use alpha values correctly
gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE); gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE); gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); this.back.enable(gl); this.back.bind(gl);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);