本文整理汇总了Java中org.lwjgl.opengl.GL11.glPolygonOffset方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glPolygonOffset方法的具体用法?Java GL11.glPolygonOffset怎么用?Java GL11.glPolygonOffset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.glPolygonOffset方法的5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: doPolygonOffset
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void doPolygonOffset(float factor, float units)
{
if (factor != polygonOffsetState.field_179043_c || units != polygonOffsetState.field_179041_d)
{
polygonOffsetState.field_179043_c = factor;
polygonOffsetState.field_179041_d = units;
GL11.glPolygonOffset(factor, units);
}
}
示例2: renderFour
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderFour(final Entity ent) {
if (!checkValidity((EntityLivingBase)ent)) {
return;
}
GL11.glEnable(10754);
GL11.glPolygonOffset(1.0f, -2000000.0f);
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240.0f, 240.0f);
}
示例3: renderFive
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderFive(final Entity ent) {
if (!checkValidity((EntityLivingBase)ent)) {
return;
}
GL11.glPolygonOffset(1.0f, 2000000.0f);
GL11.glDisable(10754);
GL11.glDisable(2960);
GL11.glDisable(2848);
GL11.glHint(3154, 4352);
GL11.glDisable(3042);
GL11.glEnable(2896);
GL11.glEnable(3553);
GL11.glEnable(3008);
GL11.glPopAttrib();
}
示例4: doPolygonOffset
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void doPolygonOffset(float factor, float units)
{
if (factor != polygonOffsetState.factor || units != polygonOffsetState.units)
{
polygonOffsetState.factor = factor;
polygonOffsetState.units = units;
GL11.glPolygonOffset(factor, units);
}
}
示例5: drawBlockBreaking
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void drawBlockBreaking(EntityPlayer entityplayer, MovingObjectPosition movingobjectposition, int i, ItemStack itemstack, float f)
{
Tessellator tessellator = Tessellator.instance;
GL11.glEnable(3042 /*GL_BLEND*/);
GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
GL11.glBlendFunc(770, 1);
GL11.glColor4f(1.0F, 1.0F, 1.0F, (MathHelper.sin((float)System.currentTimeMillis() / 100F) * 0.2F + 0.4F) * 0.5F);
if(i == 0)
{
if(damagePartialTime > 0.0F)
{
GL11.glBlendFunc(774, 768);
int j = renderEngine.getTexture("/terrain.png");
GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, j);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.5F);
GL11.glPushMatrix();
int k = worldObj.getBlockId(movingobjectposition.blockX, movingobjectposition.blockY, movingobjectposition.blockZ);
Block block = k <= 0 ? null : Block.blocksList[k];
GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
GL11.glPolygonOffset(-3F, -3F);
GL11.glEnable(32823 /*GL_POLYGON_OFFSET_FILL*/);
double d = entityplayer.lastTickPosX + (entityplayer.posX - entityplayer.lastTickPosX) * (double)f;
double d1 = entityplayer.lastTickPosY + (entityplayer.posY - entityplayer.lastTickPosY) * (double)f;
double d2 = entityplayer.lastTickPosZ + (entityplayer.posZ - entityplayer.lastTickPosZ) * (double)f;
if(block == null)
{
block = Block.stone;
}
GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
tessellator.startDrawingQuads();
tessellator.setTranslationD(-d, -d1, -d2);
tessellator.disableColor();
globalRenderBlocks.renderBlockUsingTexture(block, movingobjectposition.blockX, movingobjectposition.blockY, movingobjectposition.blockZ, 240 + (int)(damagePartialTime * 10F));
tessellator.draw();
tessellator.setTranslationD(0.0D, 0.0D, 0.0D);
GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
GL11.glPolygonOffset(0.0F, 0.0F);
GL11.glDisable(32823 /*GL_POLYGON_OFFSET_FILL*/);
GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
GL11.glDepthMask(true);
GL11.glPopMatrix();
}
} else
if(itemstack != null)
{
GL11.glBlendFunc(770, 771);
float f1 = MathHelper.sin((float)System.currentTimeMillis() / 100F) * 0.2F + 0.8F;
GL11.glColor4f(f1, f1, f1, MathHelper.sin((float)System.currentTimeMillis() / 200F) * 0.2F + 0.5F);
int l = renderEngine.getTexture("/terrain.png");
GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, l);
int i1 = movingobjectposition.blockX;
int j1 = movingobjectposition.blockY;
int k1 = movingobjectposition.blockZ;
if(movingobjectposition.sideHit == 0)
{
j1--;
}
if(movingobjectposition.sideHit == 1)
{
j1++;
}
if(movingobjectposition.sideHit == 2)
{
k1--;
}
if(movingobjectposition.sideHit == 3)
{
k1++;
}
if(movingobjectposition.sideHit == 4)
{
i1--;
}
if(movingobjectposition.sideHit == 5)
{
i1++;
}
}
GL11.glDisable(3042 /*GL_BLEND*/);
GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
}