bits = GL_COLOR_BUFFER_BIT;\r
}\r
if (depth) {\r
- \r
+\r
//glClear(GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false\r
//here s some link on openl board\r
//http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=257223\r
- //if depth clear is requested, we enable the depthMask \r
+ //if depth clear is requested, we enable the depthMask\r
if (context.depthWriteEnabled == false) {\r
glDepthMask(true);\r
context.depthWriteEnabled = true;\r
public void setBackgroundColor(ColorRGBA color) {\r
glClearColor(color.r, color.g, color.b, color.a);\r
}\r
- \r
+\r
public void setAlphaToCoverage(boolean value) {\r
if (value) {\r
glEnable(ARBMultisample.GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);\r
}\r
\r
if (state.isPointSprite() && !context.pointSprite) {\r
- // Only enable/disable sprite \r
+ // Only enable/disable sprite\r
if (context.boundTextures[0] != null){\r
if (context.boundTextureUnit != 0){\r
glActiveTexture(GL_TEXTURE0);\r
if (loc < 0) {\r
uniform.setLocation(-1);\r
// uniform is not declared in shader\r
- logger.log(Level.INFO, "Uniform {0} is not declared in shader.", uniform.getName());\r
+ logger.log(Level.INFO, "Uniform {0} is not declared in shader {1}.", new Object[]{uniform.getName(), shader.getSources()});\r
} else {\r
uniform.setLocation(loc);\r
}\r
logger.warning("Shader is not uploaded to GPU, cannot delete.");\r
return;\r
}\r
- \r
+\r
for (ShaderSource source : shader.getSources()) {\r
if (source.getId() != -1) {\r
glDetachShader(shader.getId(), source.getId());\r
deleteShaderSource(source);\r
}\r
}\r
- \r
+\r
// kill all references so sources can be collected\r
// if needed.\r
shader.resetSources();\r
if (tex != null\r
&& tex.getMinFilter().usesMipMapLevels()) {\r
setTexture(0, rb.getTexture());\r
- \r
+\r
int textureType = convertTextureType(tex.getType(), tex.getImage().getMultiSamples());\r
glEnable(textureType);\r
glGenerateMipmapEXT(textureType);\r
\r
//IntMap<VertexBuffer> buffers = mesh.getBuffers();\r
ArrayList<VertexBuffer> buffersList = mesh.getBufferList();\r
- \r
+\r
if (mesh.getNumLodLevels() > 0) {\r
indices = mesh.getLodLevel(lod);\r
} else {\r
// VertexBuffer vb = entry.getValue();\r
for (int i = 0; i < buffersList.size(); i++){\r
VertexBuffer vb = buffersList.get(i);\r
- \r
+\r
if (vb.getBufferType() == Type.InterleavedData\r
|| vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers\r
|| vb.getBufferType() == Type.Index) {\r
setVertexAttrib(vb, interleavedData);\r
}\r
}\r
- \r
+\r
if (indices != null) {\r
drawTriangleList(indices, mesh, count);\r
} else {\r
if (mesh.getVertexCount() == 0) {\r
return;\r
}\r
- \r
+\r
if (context.pointSprite && mesh.getMode() != Mode.Points){\r
// XXX: Hack, disable point sprite mode if mesh not in point mode\r
if (context.boundTextures[0] != null){\r
context.pointSprite = false;\r
}\r
}\r
- \r
+\r
if (context.pointSize != mesh.getPointSize()) {\r
glPointSize(mesh.getPointSize());\r
context.pointSize = mesh.getPointSize();\r