本文整理汇总了Java中javax.media.opengl.GL2.GL_CURRENT_BIT属性的典型用法代码示例。如果您正苦于以下问题:Java GL2.GL_CURRENT_BIT属性的具体用法?Java GL2.GL_CURRENT_BIT怎么用?Java GL2.GL_CURRENT_BIT使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类javax.media.opengl.GL2
的用法示例。
在下文中一共展示了GL2.GL_CURRENT_BIT属性的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: beginDrawLasso
private void beginDrawLasso(DrawContext dc) {
//GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
int attributeMask =
GL.GL_DEPTH_BUFFER_BIT // for depth test, depth mask and depth func
| GL2.GL_TRANSFORM_BIT // for modelview and perspective
| GL2.GL_VIEWPORT_BIT // for depth range
| GL2.GL_CURRENT_BIT // for current color
| GL2.GL_COLOR_BUFFER_BIT // for alpha test func and ref, and blend
| GL2.GL_DEPTH_BUFFER_BIT // for depth func
| GL2.GL_ENABLE_BIT; // for enable/disable changes
gl.glPushAttrib(attributeMask);
// Apply the depth buffer but don't change it.
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_ALWAYS);
gl.glDepthMask(false);
// Load a parallel projection with dimensions (viewportWidth, viewportHeight)
int[] viewport = new int[4];
gl.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glOrtho(0d, viewport[2], 0d, viewport[3], -1d, 1d);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
}
示例2: beginDrawIcons
@Override
protected void beginDrawIcons(DrawContext dc) {
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
this.oglStackHandler.clear();
int attributeMask =
GL.GL_DEPTH_BUFFER_BIT // for depth test, depth mask and depth func
| GL2.GL_TRANSFORM_BIT // for modelview and perspective
| GL2.GL_VIEWPORT_BIT // for depth range
| GL2.GL_CURRENT_BIT // for current color
| GL.GL_COLOR_BUFFER_BIT // for alpha test func and ref, and blend
| GL2.GL_TEXTURE_BIT // for texture env
| GL.GL_DEPTH_BUFFER_BIT // for depth func
| GL2.GL_ENABLE_BIT; // for enable/disable changes
this.oglStackHandler.pushAttrib(gl, attributeMask);
// Apply the depth buffer but don't change it.
if ((!dc.isDeepPickingEnabled())) {
gl.glEnable(GL.GL_DEPTH_TEST);
}
gl.glDepthMask(false);
// Suppress any fully transparent image pixels
gl.glEnable(GL2.GL_ALPHA_TEST);
gl.glAlphaFunc(GL.GL_GREATER, 0.001f);
// Load a parallel projection with dimensions (viewportWidth, viewportHeight)
this.oglStackHandler.pushProjectionIdentity(gl);
gl.glOrtho(0d, dc.getView().getViewport().width, 0d, dc.getView().getViewport().height, -16d, 16d);
this.oglStackHandler.pushModelview(gl);
this.oglStackHandler.pushTexture(gl);
if (dc.isPickingMode())
{
this.pickSupport.beginPicking(dc);
// Set up to replace the non-transparent texture colors with the single pick color.
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_COMBINE);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_SRC0_RGB, GL2.GL_PREVIOUS);
gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_COMBINE_RGB, GL2.GL_REPLACE);
}
else
{
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
}
//Only calculate pitch / heading once **
heading = this.computeHeading(dc.getView());
pitch = this.computePitch(dc.getView());
}