private void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); engine.Render(); int error = glGetError(); if (error != GL_NO_ERROR) System.out.println("Error: " + GLUtil.getErrorString(error)); glfwSwapBuffers(window); }
public void render() { renderer.prepare(); renderer.render(model); // above must go before glfwSwapBuffers glfwSwapBuffers(window); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
private void loop() { GL.createCapabilities(); System.out.println("OPENGL VERSION " + glGetString(GL_VERSION)); glClearColor(0, 0, 0, 0); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WORLD_X, WORLD_Y, 0, -1, 1); while (!glfwWindowShouldClose(winID)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawMe(); glfwSwapBuffers(winID); glfwPollEvents(); } }
private void renderGL() { glClear(GL_COLOR_BUFFER_BIT); // draw slices if (!syncGLtoCL) { glWaitSync(glFenceFromCLEvent, 0, 0); glDeleteSync(glFenceFromCLEvent); glFenceFromCLEvent = NULL; int errcode = clReleaseEvent(clEvent); clEvent = NULL; checkCLError(errcode); } glBindTexture(GL_TEXTURE_2D, glTexture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }
private void loop() { // This line is critical for LWJGL's interoperation with GLFW's // OpenGL context, or any context that is managed externally. // LWJGL detects the context that is current in the current thread, // creates the ContextCapabilities instance and makes the OpenGL // bindings available for use. GLContext.createFromCurrent(); // Set the clear color glClearColor(1.0f, 0.0f, 0.0f, 0.0f); // Run the rendering loop until the user has attempted to close // the window or has pressed the ESCAPE key. while (glfwWindowShouldClose(window) == GL_FALSE) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer glfwSwapBuffers(window); // swap the color buffers // Poll for window events. The key callback above will only be // invoked during this call. glfwPollEvents(); } }
// Clears the window. public void clear() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
private void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer glfwSwapBuffers(window); // swap the color buffers }