本文整理汇总了Java中org.lwjgl.opengl.GL11.glDisable方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glDisable方法的具体用法?Java GL11.glDisable怎么用?Java GL11.glDisable使用的例子?那么恭喜您, 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org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glDisable方法的15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: renderPumpkinBlur
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderPumpkinBlur(int i, int j)
{
GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
GL11.glDepthMask(false);
GL11.glBlendFunc(770, 771);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, mc.renderEngine.getTexture("%blur%/misc/pumpkinblur.png"));
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(0.0D, j, -90D, 0.0D, 1.0D);
tessellator.addVertexWithUV(i, j, -90D, 1.0D, 1.0D);
tessellator.addVertexWithUV(i, 0.0D, -90D, 1.0D, 0.0D);
tessellator.addVertexWithUV(0.0D, 0.0D, -90D, 0.0D, 0.0D);
tessellator.draw();
GL11.glDepthMask(true);
GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
示例2: drawLine
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
protected void drawLine(Vec3d p1, Vec3d p2, int colour, float alpha, float width)
{
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_DEPTH_TEST);
float[] rgb = MathHelper.intToRGB(colour);
GL11.glColor4f(rgb[0], rgb[1], rgb[2], alpha);
GL11.glLineWidth(width);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex3d(p1.x,p1.y,p1.z);
GL11.glVertex3d(p2.x,p2.y,p2.z);
GL11.glEnd();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glPopMatrix();
}
示例3: drawGradientRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawGradientRect(double x, double y, double x2, double y2, int col1, int col2) {
GL11.glEnable((int)3042);
GL11.glDisable((int)3553);
GL11.glBlendFunc((int)770, (int)771);
GL11.glEnable((int)2848);
GL11.glShadeModel((int)7425);
GL11.glPushMatrix();
GL11.glBegin((int)7);
RenderUtils.glColor(col1);
GL11.glVertex2d((double)x2, (double)y);
GL11.glVertex2d((double)x, (double)y);
RenderUtils.glColor(col2);
GL11.glVertex2d((double)x, (double)y2);
GL11.glVertex2d((double)x2, (double)y2);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glEnable((int)3553);
GL11.glDisable((int)3042);
GL11.glDisable((int)2848);
GL11.glShadeModel((int)7424);
}
示例4: drawChestESP
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawChestESP(double d, double d1, double d2, double r, double b, double g, double length, double length2)
{
GL11.glPushMatrix();
GL11.glEnable(3042);
GL11.glBlendFunc(770, 771);
GL11.glLineWidth(1.5F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glLineWidth(1.0F);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glDisable(2929);
GL11.glDepthMask(false);
GL11.glColor4d(r, g, b, 0.15);
drawColorBox(new AxisAlignedBB(d, d1, d2, d + length2, d1 + 1.0, d2 + length), 0F, 0F, 0F, 0F);
GL11.glColor4d(0, 0, 0, 0.5);
drawSelectionBoundingBox(new AxisAlignedBB(d, d1, d2, d + length2, d1 + 1.0, d2 + length));
GL11.glLineWidth(2.0F);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(2929);
GL11.glDepthMask(true);
GL11.glDisable(3042);
GL11.glPopMatrix();
}
示例5: frame
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void frame(double x, double y, double z, double x2, double y2, double z2, Color color) {
x -= Minecraft.getMinecraft().getRenderManager().renderPosX;
y -= Minecraft.getMinecraft().getRenderManager().renderPosY;
z -= Minecraft.getMinecraft().getRenderManager().renderPosZ;
x2 -= Minecraft.getMinecraft().getRenderManager().renderPosX;
y2 -= Minecraft.getMinecraft().getRenderManager().renderPosY;
z2 -= Minecraft.getMinecraft().getRenderManager().renderPosZ;
GL11.glBlendFunc(770, 771);
GL11.glEnable(3042);
GL11.glLineWidth(2.0F);
GL11.glDisable(3553);
GL11.glDisable(2929);
GL11.glDepthMask(false);
glColor(color);
drawSelectionBoundingBox(new AxisAlignedBB(x, y, z, x2, y2, z2));
GL11.glEnable(3553);
GL11.glEnable(2929);
GL11.glDepthMask(true);
GL11.glDisable(3042);
}
示例6: initGL
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Initialise the GL context
*/
protected void initGL() {
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glViewport(0,0,screenWidth,screenHeight);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
enterOrtho();
}
示例7: glDisableWrapper
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glDisableWrapper(int cap)
{
GL11.glDisable(cap);
if (cap == 3553)
{
disableTexture2D();
}
else if (cap == 2912)
{
disableFog();
}
}
示例8: drawIcon
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawIcon(int x, int y, boolean selected) {
Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("sdk/plugin.png"));
GL11.glEnable(3042);
if (selected) {
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
} else {
GL11.glColor4f(0.9F, 0.9F, 0.9F, 1.0F);
}
Gui.drawModalRectWithCustomSizedTexture(x, y, 24, 24, 24, 24, 24, 24);
Gui.drawModalRectWithCustomSizedTexture(x, y, 120, 24, 24, 24, 24, 24);
GL11.glDisable(3042);
}
示例9: drawScreen
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks)
{
// middle
int middleX = width / 2;
int middleY = height / 2;
// background positions
int x1 = middleX - 100;
int y1 = middleY + 15;
int x2 = middleX + 100;
int y2 = middleY + 26;
// background
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glColor4f(0, 0, 0, 0.5F);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glVertex2d(x1, y1);
GL11.glVertex2d(x2, y1);
GL11.glVertex2d(x2, y2);
GL11.glVertex2d(x1, y2);
}
GL11.glEnd();
GL11.glColor4f(1, 1, 1, 1);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
// name field
nameField.drawTextBox();
// buttons
super.drawScreen(mouseX, mouseY, partialTicks);
}
示例10: drawBorderedRect
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawBorderedRect(double x, double y, double x2, double y2, float l1, int col1, int col2) {
drawRect((float)x, (float)y, (float)x2, (float)y2, col2);
float f = (float)(col1 >> 24 & 0xFF) / 255F;
float f1 = (float)(col1 >> 16 & 0xFF) / 255F;
float f2 = (float)(col1 >> 8 & 0xFF) / 255F;
float f3 = (float)(col1 & 0xFF) / 255F;
GL11.glPushMatrix();
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glColor4f(f1, f2, f3, f);
GL11.glLineWidth(l1);
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x, y2);
GL11.glVertex2d(x2, y2);
GL11.glVertex2d(x2, y);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x2, y);
GL11.glVertex2d(x, y2);
GL11.glVertex2d(x2, y2);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glPopMatrix();
}
示例11: enableDefaults
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void enableDefaults() {
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glBlendFunc(770, 771);
GL11.glEnable(3042);
GL11.glDisable(3553);
GL11.glDisable(2929);
GL11.glEnable(GL13.GL_MULTISAMPLE);
GL11.glDepthMask(false);
}
示例12: disableLighting
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void disableLighting() {
OpenGlHelper.setActiveTexture((int)OpenGlHelper.lightmapTexUnit);
GL11.glDisable((int)3553);
OpenGlHelper.setActiveTexture((int)OpenGlHelper.defaultTexUnit);
GL11.glEnable((int)3042);
GL11.glBlendFunc((int)770, (int)771);
GL11.glEnable((int)2848);
GL11.glDisable((int)2896);
GL11.glDisable((int)3553);
}
示例13: doRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
Icon icon = this.field_94151_a.getIconFromDamage(this.field_94150_f);
if (icon != null)
{
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(0.5F, 0.5F, 0.5F);
this.bindEntityTexture(par1Entity);
Tessellator tessellator = Tessellator.instance;
if (icon == ItemPotion.func_94589_d("bottle_splash"))
{
int i = PotionHelper.func_77915_a(((EntityPotion)par1Entity).getPotionDamage(), false);
float f2 = (float)(i >> 16 & 255) / 255.0F;
float f3 = (float)(i >> 8 & 255) / 255.0F;
float f4 = (float)(i & 255) / 255.0F;
GL11.glColor3f(f2, f3, f4);
GL11.glPushMatrix();
this.func_77026_a(tessellator, ItemPotion.func_94589_d("overlay"));
GL11.glPopMatrix();
GL11.glColor3f(1.0F, 1.0F, 1.0F);
}
this.func_77026_a(tessellator, icon);
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
}
示例14: renderPreview
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private void renderPreview() {
if (!hasTicked) {
TileEntityPneumaticBase tile = (TileEntityPneumaticBase) getTube();
NetworkHandler.sendToServer(new PacketDescriptionPacketRequest(tile.getPos()));
TileEntity neighbor = tile.getWorld().getTileEntity(tile.getPos().offset(dir));
inLine = neighbor instanceof IPneumaticMachine;
if (inLine) {
IAirHandler neighborHandler = ((IPneumaticMachine) neighbor).getAirHandler(dir);
inverted = neighborHandler != null && neighborHandler.getPressure() > tile.getAirHandler(null).getPressure();
NetworkHandler.sendToServer(new PacketDescriptionPacketRequest(neighbor.getPos()));
}
hasTicked = true;
}
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
if (inLine && !inverted) {
GL11.glColor4d(0, 1, 0, 0.3);
} else {
GL11.glColor4d(1, 0, 0, 0.3);
}
GL11.glPushMatrix();
GL11.glTranslated(0, 1, 0.2 + ClientTickHandler.TICKS % 20 * 0.015);
GL11.glRotated(90, 1, 0, 0);
RenderUtils.render3DArrow();
GL11.glColor4d(1, 1, 1, 0.5); // 0.5 because we're rendering a preview
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_BLEND);
}
示例15: renderClouds
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void renderClouds(float f)
{
if(mc.theWorld.worldProvider.isNether)
{
return;
}
if(mc.gameSettings.g_Clouds == 3)
{
return;
}
if(mc.gameSettings.g_Clouds == 2 || (mc.gameSettings.fancyGraphics && mc.gameSettings.g_Clouds != 1))
{
renderCloudsFancy(f);
return;
}
GL11.glDisable(2884 /*GL_CULL_FACE*/);
float f1 = (float)(mc.renderViewEntity.lastTickPosY + (mc.renderViewEntity.posY - mc.renderViewEntity.lastTickPosY) * (double)f);
byte byte0 = 32;
int i = 256 / byte0;
Tessellator tessellator = Tessellator.instance;
GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, renderEngine.getTexture("/environment/clouds.png"));
GL11.glEnable(3042 /*GL_BLEND*/);
GL11.glBlendFunc(770, 771);
Vec3D vec3d = worldObj.func_628_d(f);
float f2 = (float)vec3d.xCoord;
float f3 = (float)vec3d.yCoord;
float f4 = (float)vec3d.zCoord;
if(mc.gameSettings.anaglyph)
{
float f5 = (f2 * 30F + f3 * 59F + f4 * 11F) / 100F;
float f7 = (f2 * 30F + f3 * 70F) / 100F;
float f8 = (f2 * 30F + f4 * 70F) / 100F;
f2 = f5;
f3 = f7;
f4 = f8;
}
float f6 = 0.0004882813F;
double d = mc.renderViewEntity.prevPosX + (mc.renderViewEntity.posX - mc.renderViewEntity.prevPosX) * (double)f + (double)(((float)cloudOffsetX + f) * 0.03F);
double d1 = mc.renderViewEntity.prevPosZ + (mc.renderViewEntity.posZ - mc.renderViewEntity.prevPosZ) * (double)f;
int j = MathHelper.floor_double(d / 2048D);
int k = MathHelper.floor_double(d1 / 2048D);
d -= j * 2048 /*GL_EXP*/;
d1 -= k * 2048 /*GL_EXP*/;
float f9 = (worldObj.worldProvider.getCloudHeight() - f1) + 0.33F;
float f10 = (float)(d * (double)f6);
float f11 = (float)(d1 * (double)f6);
tessellator.startDrawingQuads();
tessellator.setColorRGBA_F(f2, f3, f4, 0.8F);
for(int l = -byte0 * i; l < byte0 * i; l += byte0)
{
for(int i1 = -byte0 * i; i1 < byte0 * i; i1 += byte0)
{
tessellator.addVertexWithUV(l + 0, f9, i1 + byte0, (float)(l + 0) * f6 + f10, (float)(i1 + byte0) * f6 + f11);
tessellator.addVertexWithUV(l + byte0, f9, i1 + byte0, (float)(l + byte0) * f6 + f10, (float)(i1 + byte0) * f6 + f11);
tessellator.addVertexWithUV(l + byte0, f9, i1 + 0, (float)(l + byte0) * f6 + f10, (float)(i1 + 0) * f6 + f11);
tessellator.addVertexWithUV(l + 0, f9, i1 + 0, (float)(l + 0) * f6 + f10, (float)(i1 + 0) * f6 + f11);
}
}
tessellator.draw();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(3042 /*GL_BLEND*/);
GL11.glEnable(2884 /*GL_CULL_FACE*/);
}