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Java GL11.glEnableClientState方法代码示例

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);
}
 
开发者ID:j-dong,项目名称:trashjam2017,代码行数:12,代码来源:VAOGLRenderer.java

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;
}
 
开发者ID:ImpactDevelopment,项目名称:ClientAPI,代码行数:12,代码来源:VBO.java

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);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:11,代码来源:ShadersRender.java

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);
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:16,代码来源:ShadersRender.java

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();
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:78,代码来源:WorldVertexBufferUploader.java

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();
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:47,代码来源:RenderGlobal.java

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();
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:56,代码来源:RenderGlobal.java

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();
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:46,代码来源:RenderGlobal.java

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_);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:5,代码来源:GlStateManager.java


注:本文中的org.lwjgl.opengl.GL11.glEnableClientState方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。