本文整理汇总了Java中org.lwjgl.opengl.GL11.glEnableClientState方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glEnableClientState方法的具体用法?Java GL11.glEnableClientState怎么用?Java GL11.glEnableClientState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.glEnableClientState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: initDisplay
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* @see org.newdawn.slick.opengl.renderer.ImmediateModeOGLRenderer#initDisplay(int, int)
*/
public void initDisplay(int width, int height) {
super.initDisplay(width, height);
startBuffer();
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}
示例2: bind
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Binds OpenGL to our VBO for rendering.
*
* @return The original VBO
*/
public VBO bind() {
FEATHER.bindBuffer(this.id);
GL11.glVertexPointer(this.dimensions, GL11.GL_FLOAT, 0, 0L);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
return this;
}
示例3: preRenderChunkLayer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void preRenderChunkLayer()
{
if (OpenGlHelper.useVbo())
{
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
GL20.glEnableVertexAttribArray(Shaders.midTexCoordAttrib);
GL20.glEnableVertexAttribArray(Shaders.tangentAttrib);
GL20.glEnableVertexAttribArray(Shaders.entityAttrib);
}
}
示例4: preRenderChunkLayer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void preRenderChunkLayer(BlockRenderLayer blockLayerIn)
{
if (Shaders.isRenderBackFace(blockLayerIn))
{
GlStateManager.disableCull();
}
if (OpenGlHelper.useVbo())
{
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
GL20.glEnableVertexAttribArray(Shaders.midTexCoordAttrib);
GL20.glEnableVertexAttribArray(Shaders.tangentAttrib);
GL20.glEnableVertexAttribArray(Shaders.entityAttrib);
}
}
示例5: func_181679_a
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SuppressWarnings("incomplete-switch")
public void func_181679_a(WorldRenderer p_181679_1_)
{
if (p_181679_1_.getVertexCount() > 0)
{
VertexFormat vertexformat = p_181679_1_.getVertexFormat();
int i = vertexformat.getNextOffset();
ByteBuffer bytebuffer = p_181679_1_.getByteBuffer();
List<VertexFormatElement> list = vertexformat.getElements();
for (int j = 0; j < list.size(); ++j)
{
VertexFormatElement vertexformatelement = (VertexFormatElement)list.get(j);
VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.getUsage();
int k = vertexformatelement.getType().getGlConstant();
int l = vertexformatelement.getIndex();
bytebuffer.position(vertexformat.func_181720_d(j));
switch (vertexformatelement$enumusage)
{
case POSITION:
GL11.glVertexPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
break;
case UV:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + l);
GL11.glTexCoordPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case COLOR:
GL11.glColorPointer(vertexformatelement.getElementCount(), k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
break;
case NORMAL:
GL11.glNormalPointer(k, i, bytebuffer);
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
}
}
GL11.glDrawArrays(p_181679_1_.getDrawMode(), 0, p_181679_1_.getVertexCount());
int i1 = 0;
for (int j1 = list.size(); i1 < j1; ++i1)
{
VertexFormatElement vertexformatelement1 = (VertexFormatElement)list.get(i1);
VertexFormatElement.EnumUsage vertexformatelement$enumusage1 = vertexformatelement1.getUsage();
int k1 = vertexformatelement1.getIndex();
switch (vertexformatelement$enumusage1)
{
case POSITION:
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
break;
case UV:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + k1);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case COLOR:
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
GlStateManager.resetColor();
break;
case NORMAL:
GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
}
}
}
p_181679_1_.reset();
}
示例6: renderBlockLayer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SuppressWarnings("incomplete-switch")
private void renderBlockLayer(EnumWorldBlockLayer blockLayerIn)
{
this.mc.entityRenderer.enableLightmap();
if (OpenGlHelper.useVbo())
{
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}
this.renderContainer.renderChunkLayer(blockLayerIn);
if (OpenGlHelper.useVbo())
{
for (VertexFormatElement vertexformatelement : DefaultVertexFormats.BLOCK.getElements())
{
VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.getUsage();
int i = vertexformatelement.getIndex();
switch (vertexformatelement$enumusage)
{
case POSITION:
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
break;
case UV:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + i);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case COLOR:
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
GlStateManager.resetColor();
}
}
}
this.mc.entityRenderer.disableLightmap();
}
示例7: renderBlockLayer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderBlockLayer(EnumWorldBlockLayer blockLayerIn)
{
this.mc.entityRenderer.enableLightmap();
if (OpenGlHelper.useVbo())
{
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}
if (Config.isShaders())
{
ShadersRender.preRenderChunkLayer();
}
this.renderContainer.renderChunkLayer(blockLayerIn);
if (Config.isShaders())
{
ShadersRender.postRenderChunkLayer();
}
if (OpenGlHelper.useVbo())
{
for (VertexFormatElement vertexformatelement : DefaultVertexFormats.BLOCK.getElements())
{
VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.getUsage();
int i = vertexformatelement.getIndex();
switch (RenderGlobal.RenderGlobal$2.field_178037_a[vertexformatelement$enumusage.ordinal()])
{
case 1:
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
break;
case 2:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + i);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case 3:
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
GlStateManager.resetColor();
}
}
}
this.mc.entityRenderer.disableLightmap();
}
示例8: renderBlockLayer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void renderBlockLayer(EnumWorldBlockLayer blockLayerIn)
{
this.mc.entityRenderer.enableLightmap();
if (OpenGlHelper.useVbo())
{
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
}
this.renderContainer.renderChunkLayer(blockLayerIn);
if (OpenGlHelper.useVbo())
{
for (VertexFormatElement vertexformatelement : DefaultVertexFormats.BLOCK.getElements())
{
VertexFormatElement.EnumUsage vertexformatelement$enumusage = vertexformatelement.getUsage();
int i = vertexformatelement.getIndex();
switch (RenderGlobal.RenderGlobal$2.field_178037_a[vertexformatelement$enumusage.ordinal()])
{
case 1:
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
break;
case 2:
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit + i);
GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
OpenGlHelper.setClientActiveTexture(OpenGlHelper.defaultTexUnit);
break;
case 3:
GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
GlStateManager.resetColor();
}
}
}
this.mc.entityRenderer.disableLightmap();
}
示例9: glEnableClientState
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glEnableClientState(int p_187410_0_)
{
GL11.glEnableClientState(p_187410_0_);
}