void unbind() { GL11.glPopAttrib(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); if (lightmapEnabled) { GL13.glActiveTexture(GL13.GL_TEXTURE1); GL11.glEnable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); } GL11.glEnable(GL11.GL_BLEND); GLAPI.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0); }
void bind() { EXTFramebufferObject.glBindFramebufferEXT( EXTFramebufferObject.GL_FRAMEBUFFER_EXT, frameBuffer); GL11.glPushAttrib(glAttributes); GL11.glViewport(x0, y0, width, height); GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glScissor(x0, y0, width, height); lightmapEnabled = false; if (gl13Supported) { GL13.glActiveTexture(GL13.GL_TEXTURE1); lightmapEnabled = GL11.glIsEnabled(GL11.GL_TEXTURE_2D); if (lightmapEnabled) { GL11.glDisable(GL11.GL_TEXTURE_2D); } GL13.glActiveTexture(GL13.GL_TEXTURE0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GLAPI.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); GL11.glDisable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_ALPHA_TEST); GLAPI.glAlphaFunc(GL11.GL_GREATER, 0.01f); if (useGL13) { GL11.glDisable(GL13.GL_MULTISAMPLE); } GLAPI.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glOrtho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); }
private void prepareTexturedModel(TexturedModel model) { RawModel rawModel = model.getModel(); GL30.glBindVertexArray(rawModel.getVaoID()); GL20.glEnableVertexAttribArray(0); // vertices array GL20.glEnableVertexAttribArray(1); // textures array GL20.glEnableVertexAttribArray(2); // normals array { // Load Texture and shine ModelTexture texture = model.getTexture(); shader.loadShineVariables(texture.getShineDamper(), texture.getReflectivity()); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().getTextureID()); } }
public void renderBuffer(OpenGLBuffer buffer, ITextureObject texture) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + 0); texture.bind(); glEnableClientState(GL_VERTEX_ARRAY); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, buffer.getVboID()); glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 0); glVertexAttribPointer(1, 2, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 12); glVertexAttribPointer(2, 3, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 20); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.getIboID()); glDrawElements(GL_TRIANGLES, buffer.getIndicesCount(), GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(2); glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); }