Example #1
0
  /**
   * Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be
   * called after a call to {@link #begin()}
   */
  public void end() {
    if (!drawing) throw new IllegalStateException("SpriteBatch.begin must be called before end.");
    if (idx > 0) renderMesh();
    lastTexture = null;
    idx = 0;
    drawing = false;

    GLCommon gl = Gdx.gl;
    gl.glDepthMask(true);
    if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND);

    if (Gdx.graphics.isGL20Available()) {
      if (customShader != null) customShader.end();
      else shader.end();
    } else {
      gl.glDisable(GL10.GL_TEXTURE_2D);
    }
  }
Example #2
0
  public void draw(float deltaTime) {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();

    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    batcher.draw(Assets.arrow, 320, 0, -64, 64);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
  }
  public void draw() {
    GLCommon gl = Gdx.gl;
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();

    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    batcher.draw(Assets.arrow, 320, 0, -64, 64);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
  }