本文整理汇总了Java中org.lwjgl.opengl.GL11.glPolygonMode方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glPolygonMode方法的具体用法?Java GL11.glPolygonMode怎么用?Java GL11.glPolygonMode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.glPolygonMode方法的6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: renderOne
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderOne(final Entity ent) {
if (!checkValidity((EntityLivingBase)ent)) {
return;
}
GL11.glPushAttrib(1048575);
GL11.glDisable(3008);
GL11.glDisable(3553);
GL11.glDisable(2896);
GL11.glEnable(3042);
GL11.glBlendFunc(770, 771);
GL11.glLineWidth(0.2f);
GL11.glEnable(2848);
GL11.glHint(3154, 4354);
GL11.glEnable(2960);
GL11.glClear(1024);
GL11.glClearStencil(15);
GL11.glStencilFunc(512, 1, 15);
GL11.glStencilOp(7681, 7681, 7681);
colorLines(ent);
GL11.glLineWidth(1.5f);
GL11.glStencilOp(7681, 7681, 7681);
GL11.glPolygonMode(1032, 6913);
}
示例2: renderRayCast
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderRayCast(PlayerEntity playerEntity){
if(playerEntity.getRayCast() == null) return;
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
GL11.glLineWidth(2);
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
rayCastRender.drawRayCast(playerEntity.getLocation().getWorld(), playerEntity.getRayCast());
GL11.glEnd();
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
}
示例3: renderTwo
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderTwo(final Entity ent) {
if (!checkValidity((EntityLivingBase)ent)) {
return;
}
GL11.glStencilFunc(512, 0, 15);
GL11.glStencilOp(7681, 7681, 7681);
GL11.glPolygonMode(1032, 6914);
}
示例4: renderThree
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderThree(final Entity ent) {
if (!checkValidity((EntityLivingBase)ent)) {
return;
}
GL11.glStencilFunc(514, 1, 15);
GL11.glStencilOp(7680, 7680, 7680);
GL11.glPolygonMode(1032, 6913);
}
示例5: prepare
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* A few general settings. Clears the colour and depth buffer before
* rendering, turns on backface culling, enables depth testing, turns on
* antialiasing and allows for wireframe rendering if the "G" key is
* pressed. The provoking vertex convention is also set here, indicating
* that the first vertex of each triangle should be the provoking vertex.
* This is important when using the "flat" type qualifier in the shaders.
*/
private void prepare() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL32.glProvokingVertex(GL32.GL_FIRST_VERTEX_CONVENTION);
OpenGlUtils.cullBackFaces(true);
OpenGlUtils.enableDepthTesting(true);
OpenGlUtils.antialias(true);
if (Keyboard.isKeyDown(Keyboard.KEY_G)) {
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
} else {
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
}
}
示例6: glPolygonMode
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void glPolygonMode(int face, int mode)
{
GL11.glPolygonMode(face, mode);
}