本文整理汇总了Java中com.watabou.gltextures.TextureCache.reload方法的典型用法代码示例。如果您正苦于以下问题:Java TextureCache.reload方法的具体用法?Java TextureCache.reload怎么用?Java TextureCache.reload使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.watabou.gltextures.TextureCache
的用法示例。
在下文中一共展示了TextureCache.reload方法的9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: resize
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
@Override
public void resize( int width, int height ) {
Gdx.gl.glViewport( 0, 0, width, height );
if (width != Game.width || height != Game.height) {
Game.width = width;
Game.height = height;
Scene sc = scene();
if (sc != null) {
TextureCache.reload();
Camera.reset();
switchScene(sc.getClass());
}
}
}
示例2: resize
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
@Override
public void resize(int width, int height) {
Gdx.gl.glViewport(0, 0, width, height);
if (width != Game.width || height != Game.height) {
Game.width = width;
Game.height = height;
Scene sc = scene();
if (sc != null) {
TextureCache.reload();
Camera.reset();
switchScene(sc.getClass());
}
}
}
示例3: onSurfaceCreated
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glEnable(GL10.GL_BLEND);
GLES20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glEnable(GL10.GL_SCISSOR_TEST);
paused = false;
SystemText.invalidate();
TextureCache.reload();
if(scene!=null) {
scene.resume();
}
}
示例4: onSurfaceCreated
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glEnable(GL10.GL_BLEND);
GLES20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
TextureCache.reload();
RenderedText.reloadCache();
Vertexbuffer.refreshAllBuffers();
}
示例5: onSurfaceCreated
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated( GL10 gl, EGLConfig config ) {
GLES20.glEnable( GL10.GL_BLEND );
GLES20.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
//refreshes texture and vertex data stored on the gpu
TextureCache.reload();
RenderedText.reloadCache();
Vertexbuffer.refreshAllBuffers();
}
示例6: onSurfaceCreated
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
public void onSurfaceCreated() {
Gdx.gl.glEnable( GL20.GL_BLEND );
// For premultiplied alpha:
// Gdx.gl.glBlendFunc( GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA );
Gdx.gl.glBlendFunc( GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA );
Gdx.gl.glEnable( GL20.GL_SCISSOR_TEST );
TextureCache.reload();
}
示例7: onSurfaceCreated
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated( GL10 gl, EGLConfig config ) {
GLES20.glEnable( GL10.GL_BLEND );
// For premultiplied alpha:
// GLES20.glBlendFunc( GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA );
GLES20.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
GLES20.glEnable( GL10.GL_SCISSOR_TEST );
TextureCache.reload();
}
示例8: onSurfaceCreated
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
public void onSurfaceCreated() {
Gdx.gl.glEnable(GL20.GL_BLEND);
// For premultiplied alpha:
// Gdx.gl.glBlendFunc( GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA );
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);
TextureCache.reload();
}
示例9: onSurfaceCreated
import com.watabou.gltextures.TextureCache; //导入方法依赖的package包/类
public void onSurfaceCreated() {
Gdx.gl.glEnable( GL20.GL_BLEND );
Gdx.gl.glBlendFunc( GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA );
//refreshes texture and vertex data stored on the gpu
TextureCache.reload();
RenderedText.reloadCache();
Vertexbuffer.refreshAllBuffers();
}