use of com.badlogic.gdx.graphics.GL10 in project commons-gdx by gemserk.
the class Libgdx2dCameraTransformImpl method apply.
public void apply() {
GL10 gl = Gdx.gl10;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadMatrixf(projectionMatrix.val, 0);
calculateTransform(transform);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadMatrixf(transform.val, 0);
}
use of com.badlogic.gdx.graphics.GL10 in project commons-gdx by gemserk.
the class Mesh2dRenderUtils method draw.
public static void draw(int primitiveType, int count, FloatBuffer verticesBuffer, FloatBuffer colorsBuffer) {
GL10 gl = Gdx.gl10;
// gl.glPolygonMode(GL10.GL_FRONT_AND_BACK, GL10.GL_LINE);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, verticesBuffer);
if (colorsBuffer != null) {
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorsBuffer);
}
gl.glDrawArrays(primitiveType, 0, count);
if (colorsBuffer != null) {
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorsBuffer);
}
}
use of com.badlogic.gdx.graphics.GL10 in project commons-gdx by gemserk.
the class Libgdx2dCameraTransformImpl method push.
public void push() {
GL10 gl = Gdx.gl10;
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glPushMatrix();
calculateTransform(transform);
gl.glLoadIdentity();
gl.glMultMatrixf(transform.val, 0);
}
use of com.badlogic.gdx.graphics.GL10 in project commons-gdx by gemserk.
the class Libgdx2dCameraTransformImpl method pop.
public void pop() {
GL10 gl = Gdx.gl10;
gl.glPopMatrix();
}
use of com.badlogic.gdx.graphics.GL10 in project commons-gdx by gemserk.
the class ImmediateModeRendererUtils method drawPolygon.
public static void drawPolygon(Vector2[] vertices, float x, float y, float angle, Color color) {
GL10 gl = Gdx.graphics.getGL10();
gl.glPushMatrix();
gl.glTranslatef(x, y, 0f);
gl.glRotatef(angle, 0f, 0f, 1f);
ImmediateModeRenderer renderer = getRenderer();
renderer.begin(getProjectionMatrix(), GL10.GL_LINE_LOOP);
for (int i = 0; i < vertices.length; i++) {
Vector2 v = vertices[i];
renderer.color(color.r, color.g, color.b, color.a);
renderer.vertex(v.x, v.y, 0);
}
renderer.end();
gl.glPopMatrix();
}
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