public void clear() { GlStateManager.colorMask(true, true, true, true); GlStateManager.clearColor(255.0f, 0, 0, 0); GlStateManager.clear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); }
mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y); GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_STENCIL_TEST); GlStateManager.colorMask(false, false, false, false);
public static void beginDrawingDepthMask() { GlStateManager.clear(GL_DEPTH_BUFFER_BIT); GlStateManager.clearDepth(1f); GlStateManager.depthFunc(GL_LESS); GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.colorMask(false, false, false, false); GlStateManager.disableTexture2D(); }
public static void setupOverlayRendering(double sw, double sh) { GlStateManager.clear(256); GlStateManager.matrixMode(GL11.GL_PROJECTION); GlStateManager.loadIdentity(); GlStateManager.ortho(0.0D, sw, sh, 0.0D, 1000.0D, 3000.0D); GlStateManager.matrixMode(GL11.GL_MODELVIEW); GlStateManager.loadIdentity(); GlStateManager.translate(0.0F, 0.0F, -2000.0F); }
private void beginMask() { GlStateManager.pushMatrix(); GlStateManager.clear(GL_DEPTH_BUFFER_BIT); GlStateManager.clearDepth(1f); GlStateManager.depthFunc(GL11.GL_LESS); GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.colorMask(false, false, false, false); GlStateManager.disableTexture2D(); GlStateManager.translate(0, 0, 1); RenderUtils.drawCircle(RADIUS, 32); GlStateManager.enableTexture2D(); GlStateManager.depthMask(false); GlStateManager.colorMask(true, true, true, true); GlStateManager.enableDepth(); GlStateManager.depthFunc(GL11.GL_GREATER); GlStateManager.popMatrix(); }
public static void beginStencil() { glEnable(GL_STENCIL_TEST); GlStateManager.colorMask(false, false, false, false); GlStateManager.depthMask(false); glStencilFunc(GL_ALWAYS, 1, 0xFF); // Set any stencil to 1 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glStencilMask(0xFF); // Write to stencil buffer GlStateManager.clear(GL_STENCIL_BUFFER_BIT); }
@Override public void drawForeground(int mouseX, int mouseY) { GlStateManager.clear(GL_DEPTH_BUFFER_BIT); GlStateManager.clearDepth(1f); GlStateManager.depthFunc(GL11.GL_LESS); GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.colorMask(false, false, false, false); GlStateManager.disableTexture2D(); RenderUtils.drawPlane(posX, posY, 400, sizeX, sizeY); GlStateManager.enableTexture2D(); GlStateManager.depthMask(false); GlStateManager.colorMask(true, true, true, false); GlStateManager.enableDepth(); GlStateManager.depthFunc(GL11.GL_GREATER); super.drawForeground(mouseX, mouseY); GlStateManager.depthFunc(GL_LEQUAL); GlStateManager.disableDepth(); GlStateManager.depthMask(false); }
GlStateManager.clear(GL_DEPTH_BUFFER_BIT); GlStateManager.clearDepth(1f); GlStateManager.depthFunc(GL11.GL_LESS);
@Override public void drawScreen(final int mouseX, final int mouseY, final float partialTicks) { GlStateManager.disableTexture2D(); // To be on the safe side (see manual.Document#render). GlStateManager.disableAlpha(); GlStateManager.color(1, 1, 1, 1); GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GlStateManager.enableDepth(); GlStateManager.depthFunc(GL11.GL_LEQUAL); GlStateManager.depthMask(true); GlStateManager.colorMask(false, false, false, false); GlStateManager.pushMatrix(); GlStateManager.translate(0, 0, 500); RenderUtil.drawUntexturedQuad(8, 8, width - 16, height - 16); GlStateManager.popMatrix(); GlStateManager.depthMask(false); GlStateManager.colorMask(true, true, true, true); RenderUtil.drawUntexturedQuad(4, 4, width - 8, height - 8); GlStateManager.enableTexture2D(); }
GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GlStateManager.enableDepth(); GlStateManager.depthFunc(GL11.GL_LEQUAL);
mc.getRenderItem().renderItemAndEffectIntoGUI(stack, x, y); GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glEnable(GL11.GL_STENCIL_TEST); GlStateManager.colorMask(false, false, false, false);
private void drawForeground(@Nonnull Minecraft mc) { if (note.getGuiResource() != null) { GlStateManager.color(1F, 1F, 1F); gui.mc.getTextureManager().bindTexture(note.getGuiResource()); if (unlocked) gui.drawTexturedModalRect(xPosition, yPosition, note.getGuiX(), note.getGuiY(), 16, 16); else gui.drawTexturedModalRect(xPosition, yPosition, note.getGuiX() + 16, note.getGuiY(), 16, 16); } else if (note.getIcon() == Note.PAPER) { GlStateManager.color(1F, 1F, 1F); gui.mc.getTextureManager().bindTexture(HFModInfo.ICONS); int xNote = !unlocked ? 32: note.isSecret() ? 16 : 0; gui.drawTexturedModalRect(xPosition, yPosition, xNote, 32, 16, 16); } else { if (unlocked) StackRenderHelper.drawStack(note.getIcon(), xPosition, yPosition, 1F); else StackRenderHelper.drawGreyStack(note.getIcon(), xPosition, yPosition, 1F); } GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); //Draw new over the icon if (unlocked && !read) { boolean unicode = mc.fontRendererObj.getUnicodeFlag(); mc.fontRendererObj.setUnicodeFlag(true); gui.drawString(mc.fontRendererObj, TextFormatting.BOLD + "NEW", xPosition + 1, yPosition, 0xFFFFFF); mc.fontRendererObj.setUnicodeFlag(unicode); } }
public void drawStencil(int xStart, int yStart, int xEnd, int yEnd, int flag) { GlStateManager.disableTexture2D(); glStencilFunc(GL_ALWAYS, flag, flag); glStencilOp(GL_ZERO, GL_ZERO, GL_REPLACE); glStencilMask(flag); GlStateManager.colorMask(false, false, false, false); GlStateManager.depthMask(false); glClearStencil(0); GlStateManager.clear(GL_STENCIL_BUFFER_BIT); BufferBuilder vb = Tessellator.getInstance().getBuffer(); vb.begin(GL_QUADS, DefaultVertexFormats.POSITION); vb.pos(xStart, yEnd, 0).endVertex(); vb.pos(xEnd, yEnd, 0).endVertex(); vb.pos(xEnd, yStart, 0).endVertex(); vb.pos(xStart, yStart, 0).endVertex(); Tessellator.getInstance().draw(); GlStateManager.enableTexture2D(); glStencilFunc(GL_EQUAL, flag, flag); glStencilMask(0); GlStateManager.colorMask(true, true, true, false); GlStateManager.depthMask(true); }
public void drawStencil(int xStart, int yStart, int xEnd, int yEnd, int flag) { GlStateManager.disableTexture2D(); GL11.glStencilFunc(GL11.GL_ALWAYS, flag, flag); GL11.glStencilOp(GL11.GL_ZERO, GL11.GL_ZERO, GL11.GL_REPLACE); GL11.glStencilMask(flag); GlStateManager.colorMask(false, false, false, false); GlStateManager.depthMask(false); GL11.glClearStencil(0); GlStateManager.clear(GL11.GL_STENCIL_BUFFER_BIT); BufferBuilder buffer = Tessellator.getInstance().getBuffer(); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION); buffer.pos(xStart, yEnd, 0).endVertex(); buffer.pos(xEnd, yEnd, 0).endVertex(); buffer.pos(xEnd, yStart, 0).endVertex(); buffer.pos(xStart, yStart, 0).endVertex(); Tessellator.getInstance().draw(); GlStateManager.enableTexture2D(); GL11.glStencilFunc(GL11.GL_EQUAL, flag, flag); GL11.glStencilMask(0); GlStateManager.colorMask(true, true, true, true); GlStateManager.depthMask(true); }
GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GlStateManager.matrixMode(GL11.GL_PROJECTION); GlStateManager.loadIdentity();
GL11.glScissor(windowX, windowY, windowWidth, windowHeight); RenderUtil.setGlClearColorFromInt(skyColor, 255); GlStateManager.clear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glDisable(GL11.GL_SCISSOR_TEST);
GlStateManager.enableBlend(); GlStateManager.disableTexture2D(); GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); GlStateManager.depthMask(true); GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
event.setCanceled(true); GlStateManager.clear(GL11.GL_DEPTH_BUFFER_BIT); EntityRenderer entityRenderer = mc.entityRenderer; GlStateManager.matrixMode(GL11.GL_PROJECTION);
GlStateManager.loadIdentity(); GlStateManager.clear(GL_DEPTH_BUFFER_BIT); GlStateManager.pushMatrix(); GlStateManager.disableTexture2D();