@Override public void render() { if (loading && assets.update()) doneLoading(); camController.update(); Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); modelBatch.begin(cam); modelBatch.render(instances, environment); modelBatch.end(); }
@Override public void render() { camController.update(); Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); modelBatch.begin(cam); modelBatch.render(renderable); modelBatch.end(); }
@Override public void render() { camController.update(); Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); modelBatch.begin(cam); for (ModelInstance instance : instances) modelBatch.render(instance, shader); modelBatch.end(); }
@Override public void render() { camController.update(); Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); modelBatch.begin(cam); modelBatch.render(instances, environment); if (space != null) modelBatch.render(space); modelBatch.end(); }
@Override public void render() { // Respond to user events and update the camera cameraController.update(); // Clear the viewport // Gdx.gl.glViewport(0, 0, screenWidth, screenHeight); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.8f, 0.8f, 0.8f, 1.0f); // Draw all model instances using the camera modelBatch.begin(camera); modelBatch.render(instances, environment); modelBatch.end(); }
@Override public void render() { if (loading && assets.update()) doneLoading(); camController.update(); Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); modelBatch.begin(cam); for (ModelInstance instance : instances) modelBatch.render(instance, lights); if (space != null) modelBatch.render(space); modelBatch.end(); }
@Override public void render() { camController.update(); Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); shadowLight.begin(Vector3.Zero, cam.direction); shadowBatch.begin(shadowLight.getCamera()); shadowBatch.render(instance); shadowBatch.end(); shadowLight.end(); modelBatch.begin(cam); modelBatch.render(instance, environment); modelBatch.end(); }
@Override public void render() { final float delta = Math.min(1f / 30f, Gdx.graphics.getDeltaTime()); if (!collision) { ball.transform.translate(0f, -delta, 0f); ballObject.setWorldTransform(ball.transform); collision = checkCollision(); } camController.update(); Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1.f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); modelBatch.begin(cam); modelBatch.render(instances, environment); modelBatch.end(); }