//----------------------------------------------------------------------- void GraphicsContextGL4::Clear(ClearOptions options, Color const& color, float depth, std::uint8_t stencil) { GLbitfield mask = 0; if ((options | ClearOptions::DepthBuffer) == options) { mask |= GL_DEPTH_BUFFER_BIT; auto clamped = std::min(std::max(depth, 0.0f), 1.0f); glClearDepthf(clamped); POMDOG_CHECK_ERROR_GL4("glClearDepthf"); } if ((options | ClearOptions::Stencil) == options) { mask |= GL_STENCIL_BUFFER_BIT; glClearStencil(stencil); POMDOG_CHECK_ERROR_GL4("glClearStencil"); } if ((options | ClearOptions::RenderTarget) == options) { mask |= GL_COLOR_BUFFER_BIT; auto colorVector = color.ToVector4(); glClearColor(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W); POMDOG_CHECK_ERROR_GL4("glClearColor"); } glClear(mask); POMDOG_CHECK_ERROR_GL4("glClear"); }
bool render() { GLenum const Buffers = GL_BACK; glDrawBuffers(1, &Buffers); // Compute the MVP (Model View Projection matrix) glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); glm::mat4 Model = glm::mat4(1.0f); glm::mat4 MVP = Projection * this->view() * Model; // Set the display viewport glm::uvec2 WindowSize = this->getWindowSize(); glViewport(0, 0, WindowSize.x, WindowSize.y); // Clear color buffer with black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Bind program glUseProgram(ProgramName); // Set the value of MVP uniform. glUniformMatrix4fv(UniformMVP, 1, GL_FALSE, &MVP[0][0]); glBindVertexArray(VertexArrayName); glDrawElements(GL_TRIANGLES, ElementCount, GL_UNSIGNED_INT, 0); return true; }
void InitGame() { char path[128]; sprintf(path, "%s", "sprite.bgfx"); sprite.Load(path); glEnable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); return; }
/** * Initialize the renderer * @param width Width of the window * @param height Height of the window * @return True if the renderer successfully init */ bool Renderer::Init(unsigned int pWidth, unsigned int pHeight, UiFunction* pUiFunctionPtr) { _uiFunctionPtr = pUiFunctionPtr; _width = pWidth; _height = pHeight; glbinding::Binding::initialize(); //Get context info Log("GL Info : "); Log(ToString(glGetString(GL_VENDOR))); Log(ToString(glGetString(GL_RENDERER))); Log(ToString(glGetString(GL_VERSION))); Log(ToString(glGetString(GL_SHADING_LANGUAGE_VERSION))); debugProc = GLDEBUGPROC(&DebugProc); glDebugMessageCallback(debugProc, nullptr); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glClearColor(0, 0, 0, 1); glClearDepthf(1.0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); glGenVertexArrays(1, &_baseVAO); SetupPrograms(); SetupBuffers(); ///TODO : Check for ATI memory info std::set<GLextension> extensions = ContextInfo::extensions(); if (extensions.find(GLextension::GL_NVX_gpu_memory_info) != extensions.end()) { GLint memory = 0; glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &memory); Log("Dedicated video memory, total size(in kb) of the GPU memory : " + ToString(memory)); glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &memory); Log("Total available memory, total size(in Kb) of the memory available for allocations : " + ToString(memory)); glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &memory); Log("Current available dedicated video memory(in kb), currently unused GPU memory : " + ToString(memory)); glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &memory); Log("Count of total evictions seen by system : " + ToString(memory)); glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &memory); Log("Size of total video memory evicted(in kb) : " + ToString(memory)); } CheckGLError(); _uiPtr = nullptr; _menuPtr = nullptr; return true; }
void g_makeCurrent() { LOGE("g_makeCurrent-->start L:366"); LOGE("Got bwdisplay %p", bwdisplay); LOGE("Got bwsurface %p", bwsurface); LOGE("Got bwcontext %p", bwcontext); if (!eglMakeCurrent(bwdisplay, bwsurface, bwsurface, bwcontext)) { LOGI("eglMakeCurrent() returned error %d", eglGetError()); g_destroyGL(); } printGLString("Version", GL_VERSION); printGLString("Vendor", GL_VENDOR); printGLString("Renderer", GL_RENDERER); printGLString("Extensions", GL_EXTENSIONS); glHint( GL_GENERATE_MIPMAP_HINT, GL_NICEST ); glHint( GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, GL_NICEST ); glEnable( GL_DEPTH_TEST ); glEnable( GL_CULL_FACE ); glDisable( GL_DITHER ); glDepthMask( GL_TRUE ); glDepthFunc( GL_LESS ); glDepthRangef( 0.0f, 1.0f ); glClearDepthf( 1.0f ); glCullFace ( GL_BACK ); glFrontFace( GL_CCW ); glClearStencil( 0 ); glStencilMask( 0xFFFFFFFF ); }
void OpenGLES2Context::clear(float red, float green, float blue, float alpha, float depth, unsigned int stencil, ClearMask mask) { glClearColor(red, green, blue, alpha); #ifdef GL_ES_VERSION_2_0 glClearDepthf(depth); #else glClearDepth(depth); #endif #ifndef AWAY_NO_STENCIL glClearStencil(stencil); #endif GLbitfield internalMask = 0; int maskValue = static_cast<int>(mask); if (maskValue & static_cast<int>(ClearMask::COLOR)) internalMask |= GL_COLOR_BUFFER_BIT; if (maskValue & static_cast<int>(ClearMask::DEPTH)) { internalMask |= GL_DEPTH_BUFFER_BIT; glDepthMask(m_curDepthMask = true); } #ifndef AWAY_NO_STENCIL if (maskValue & static_cast<int>(ClearMask::STENCIL)) internalMask |= GL_STENCIL_BUFFER_BIT; #endif glClear(internalMask); }
void ckLowLevelAPI::resetDrawState() { glEnable(GL_SCISSOR_TEST); glEnable(GL_DEPTH_TEST); #ifndef CK_GLES2 glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); #endif #if defined(CK_GLES1) || defined(CK_GLES2) glClearDepthf(-1.0f); #else glClearDepth(-1.0f); #endif resetDepthTest(); resetBlendMode(); resetWriteMode(); resetBackfaceCulling(); resetTexture(); resetShader(); #ifndef CK_GLES2 resetVertexArrayState(); resetColorArrayState(); resetTexCoordArrayState(); #endif }
void configure() { s_textureUnit = -1; s_validGeneration++; VertexLayout::clearCache(); blending.init(GL_FALSE); blendingFunc.init(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); culling.init(GL_TRUE); cullFace.init(GL_BACK); frontFace.init(GL_CCW); depthTest.init(GL_TRUE); depthWrite.init(GL_TRUE); glDisable(GL_STENCIL_TEST); glDepthFunc(GL_LEQUAL); glClearDepthf(1.0); glDepthRangef(0.0, 1.0); static size_t max = std::numeric_limits<size_t>::max(); clearColor.init(0.0, 0.0, 0.0, 0.0); shaderProgram.init(max, false); vertexBuffer.init(max, false); indexBuffer.init(max, false); texture.init(GL_TEXTURE_2D, max, false); texture.init(GL_TEXTURE_CUBE_MAP, max, false); textureUnit.init(max, false); }
/* general OpenGL initialization function */ int initGL() { /* Enable smooth shading */ // glShadeModel( GL_SMOOTH ); /* Set the background black */ glClearColor( 1.0f, 0.0f, 0.0f, 0.0f ); /* Depth buffer setup */ glClearDepthf( 1.0f ); /* Enables Depth Testing */ glEnable( GL_DEPTH_TEST ); /* The Type Of Depth Test To Do */ glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, ( GLsizei )800, ( GLsizei )600 ); /* Really Nice Perspective Calculations */ // glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); return( TRUE ); }
void Scene::render(Camera3D* camera, bool clearDepth) { _renderLength = (int)_renderList.size(); if (_renderLength == 0 || !_visible) { return; } _renderIndex = 0; bool doRender = false; if (!_paused) { doRender = true; _renderEvent.reset(); dispatchEvent(_renderEvent); } if (clearDepth) { #if CC_TARGET_PLATFORM == CC_TARGET_OS_IPHONE || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID glClearDepthf(1.0); #else glClearDepth(1.0); #endif } if (doRender) { while (_renderIndex < _renderLength) { _renderList[_renderIndex]->draw(false); _renderIndex++; } } }
int initGL(GLuint* texturePtr) { if (texturePtr) { textures = texturePtr; // do the GL initialization stuff glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepthf(1.0f); // Depth Buffer Setup glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency glEnable(GL_BLEND); // Enable Blending for (int i = 0; i < NUM_STARS; i++) { stars[i].angle = 0.0f; stars[i].dist = ((float) i)/NUM_STARS * 5.0f; stars[i].r = rand() % 256; stars[i].g = rand() % 256; stars[i].b = rand() % 256; } LOGI("GL initialized"); return 1; } else { LOGE("Unable to load textures"); return 0; } }
bool Render::init() { # ifdef _WIN32 /// OpenGL initialization glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); // smooth shade model glClearDepth(1.0f); // set clear depth glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); //texture glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //glEnable(GL_TEXTURE_2D); # else glClearDepthf(1.0f); // set clear depth glEnable(GL_DEPTH_TEST); # endif // glCullFace(GL_BACK); ///< cull back face // glEnable(GL_CULL_FACE); CZCheckGLError(); #if defined(__APPLE__) || defined(_WIN32) loadShaders(); #endif return true; }
void onInit() { sys::info << "app::COGLDev06NormalMapApp::onInit()" << sys::endl; pCamera = new app::CCamera(60.0f, mConfig.mRatio, 0.1f, 100.0f); pCamera->translateLocal(math::vec3(0.0f, -2.0f, -5.0f)); pShadowFBO = new ogl::CShadowFramebuffer(mConfig.mWidth, mConfig.mHeight); init_programs(); init_lights(); init_textures(); init_objects(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnable(GL_CULL_FACE); glFrontFace(GL_CW); glCullFace(GL_BACK); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); }
void MySample::Render(double deltaSeconds) { CPUTRenderParameters renderParams; if(isInstanced) SetEffectVals( 0 ); else SetEffectVals( 1 ); renderParams.mpPerFrameConstants = mpPerFrameConstantBuffer; renderParams.mpPerModelConstants = mpPerModelConstantBuffer; renderParams.mpCamera = mpCamera; UpdatePerFrameConstantBuffer(renderParams, deltaSeconds); int width,height; mpWindow->GetClientDimensions(&width, &height); // Set default viewport glViewport( 0, 0, width, height ); GL_CHECK(glClearColor ( 0.7f, 0.7f, 0.7f, 1.0f )); GL_CHECK(glClearDepthf(0.0f)); GL_CHECK(glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )); mpScene->Render( renderParams); #ifdef ENABLE_GUI CPUTDrawGUI(); #endif }
void GLES2StateCacheManagerImp::initializeCache() { OGRE_CHECK_GL_ERROR(glBlendEquation(GL_FUNC_ADD)); OGRE_CHECK_GL_ERROR(glBlendFunc(GL_ONE, GL_ZERO)); OGRE_CHECK_GL_ERROR(glCullFace(mCullFace)); OGRE_CHECK_GL_ERROR(glDepthFunc(mDepthFunc)); OGRE_CHECK_GL_ERROR(glDepthMask(mDepthMask)); OGRE_CHECK_GL_ERROR(glStencilMask(mStencilMask)); OGRE_CHECK_GL_ERROR(glClearDepthf(mClearDepth)); OGRE_CHECK_GL_ERROR(glBindTexture(GL_TEXTURE_2D, 0)); OGRE_CHECK_GL_ERROR(glBindBuffer(GL_ARRAY_BUFFER, 0)); OGRE_CHECK_GL_ERROR(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); OGRE_CHECK_GL_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, 0)); OGRE_CHECK_GL_ERROR(glBindRenderbuffer(GL_RENDERBUFFER, 0)); OGRE_CHECK_GL_ERROR(glActiveTexture(GL_TEXTURE0)); OGRE_CHECK_GL_ERROR(glClearColor(mClearColour[0], mClearColour[1], mClearColour[2], mClearColour[3])); OGRE_CHECK_GL_ERROR(glColorMask(mColourMask[0], mColourMask[1], mColourMask[2], mColourMask[3])); }
void RenderLayerManager::ClearScreen() { ERR( glClearColor(0,0,0, 1.0f) ); ERR( glClearDepthf(0.0f) ); ERR( glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ); //ERR( glClear( GL_DEPTH_BUFFER_BIT ) ); }
void GLES2Lesson::clearBuffers() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepthf(1.0f); checkGlError("glClearColor"); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); checkGlError("glClear"); }
void GraphicsManager::SetupDraw() { //drawing settings glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_VSYNC_SCE); //clear screen settings glClearColor (1.0f, 0.0f, 0.0f, 1.0f); glClearStencil (0); glClearDepthf (1.0f); //do a first clear and swap - probably redundant glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); psglSwap(); //setup drawing mode //note: it's common to have to keep changing some of this, //but right now we have only one model glMatrixMode(GL_MODELVIEW); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_FLAT); // Enable transparency PSGL things glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } // SetUpDraw
bool OsmAnd::AtlasMapRenderer_OpenGL::doInitializeRendering() { GL_CHECK_PRESENT(glClearColor); GL_CHECK_PRESENT(glClearDepthf); bool ok; ok = AtlasMapRenderer::doInitializeRendering(); if(!ok) return false; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GL_CHECK_RESULT; glClearDepthf(1.0f); GL_CHECK_RESULT; _skyStage.initialize(); _rasterMapStage.initialize(); _symbolsStage.initialize(); #if OSMAND_DEBUG _debugStage.initialize(); #endif return true; }
void CCRenderer::setupOpenGL() { if( usingOpenGL2 ) { // Use shader program currentShader = shaders.list[0]; currentShader->use(); currentShader->enableAttributeArray( ATTRIB_VERTEX ); currentShader->enableAttributeArray( ATTRIB_TEXCOORD ); DEBUG_OPENGL(); } else { #ifdef IOS // GL_TEXTURE_2D is not a valid argument to glEnable in OpenGL ES 2.0 glEnable( GL_TEXTURE_2D ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); DEBUG_OPENGL(); CCSetColour( CCColour() ); #endif } #ifndef DXRENDERER glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); DEBUG_OPENGL(); #endif CCSetDepthRead( true ); CCSetDepthWrite( true ); #ifndef DXRENDERER glDepthFunc( GL_LEQUAL ); DEBUG_OPENGL(); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable( GL_SCISSOR_TEST ); DEBUG_OPENGL(); #endif GLEnable( GL_BLEND ); DEBUG_OPENGL(); #ifndef DXRENDERER #ifndef Q_OS_SYMBIAN glClearDepthf( 1.0f ); DEBUG_OPENGL(); #endif glLineWidth( LINE_WIDTH ); DEBUG_OPENGL(); #endif // Enable back face culling CCSetCulling( true ); CCSetBackCulling(); }
void COGLGraphicsContext::InitState(void) { m_pRenderStr = glGetString(GL_RENDERER); m_pExtensionStr = glGetString(GL_EXTENSIONS); m_pVersionStr = glGetString(GL_VERSION); m_pVendorStr = glGetString(GL_VENDOR); //glMatrixMode(GL_PROJECTION); //OPENGL_CHECK_ERRORS; //glLoadIdentity(); //OPENGL_CHECK_ERRORS; glClearColor(0.0f, 0.0f, 0.0f, 0.0f); OPENGL_CHECK_ERRORS; glClearDepthf(1.0f); OPENGL_CHECK_ERRORS; //glShadeModel(GL_SMOOTH); //OPENGL_CHECK_ERRORS; //position viewer //glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); //glDisable(GL_ALPHA_TEST); //OPENGL_CHECK_ERRORS; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); OPENGL_CHECK_ERRORS; glDisable(GL_BLEND); OPENGL_CHECK_ERRORS; glFrontFace(GL_CCW); OPENGL_CHECK_ERRORS; glDisable(GL_CULL_FACE); OPENGL_CHECK_ERRORS; //glDisable(GL_NORMALIZE); //OPENGL_CHECK_ERRORS; glDepthFunc(GL_LEQUAL); OPENGL_CHECK_ERRORS; glEnable(GL_DEPTH_TEST); OPENGL_CHECK_ERRORS; //glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //OPENGL_CHECK_ERRORS; glEnable(GL_BLEND); OPENGL_CHECK_ERRORS; //glEnable(GL_ALPHA_TEST); //OPENGL_CHECK_ERRORS; //glMatrixMode(GL_PROJECTION); //OPENGL_CHECK_ERRORS; //glLoadIdentity(); //OPENGL_CHECK_ERRORS; glDepthRangef(0.0f, 1.0f); OPENGL_CHECK_ERRORS; }
//!Method responsible for booting Shader void MainGraphic::initializeShader() { this->shader = new Shader(); glEnable(GL_DEPTH_TEST); glClearDepthf(1.0f); glDepthFunc(GL_LEQUAL); }
void OGLRender::ClearZBuffer(float depth) { uint32 flag=GL_DEPTH_BUFFER_BIT; glClearDepthf(depth); OPENGL_CHECK_ERRORS; glClear(flag); OPENGL_CHECK_ERRORS; }
void RenderCB(GlRunner *runner) { glClearColor(0.2, 0.1, 0.2, 0.0); glClearDepthf(1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }
void OGLESRenderEngine::ClearDepth(GLfloat depth) { if (depth != clear_depth_) { glClearDepthf(depth); clear_depth_ = depth; } }
void GL__ClearDepth(::uStatic* __this, float depth_) { #ifdef XLI_GL_DESKTOP glClearDepth((double)depth_); #else glClearDepthf(depth_); #endif }
void PGlState::setDepthClearValue(pfloat32 value) { if (value != m_depthClearValue) { m_depthClearValue = value; glClearDepthf(value); } }
void XGraphicsOpenGL::RestoreDevice() { XTRACE("restore device resource"); GLint sizeMax = 2048; CHECK_GL_ERROR(); glGetIntegerv( GL_MAX_TEXTURE_SIZE, (GLint*)&sizeMax ); //#if defined(WIN32) && defined(_DEBUG) // 사양이 좋은 기기여서 아틀라스가 8096까지 늘어난다고 치면 만약 단한번이라도 텍스쳐 스위칭이 일어나면 스트레스가 매우 심할듯 싶어 안정적인 수치인 2048로 고정함 if( sizeMax > 2048 ) sizeMax = 2048; // 최저사양폰을 위한. //#endif // XSurface::SetMaxSurfaceWidth( sizeMax ); XTRACE( "max texture size:%d", sizeMax ); // 여기서 에러나면 그것은 OpenGL ES 2.0으로 초기화했기때문이다. 2.0에는 glMatrixMode라는게 없다. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Set a blending function to use glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Enable blending glEnable(GL_BLEND); CHECK_GL_ERROR(); // glEnable( GL_DEPTH_TEST ); // CHECK_GL_ERROR(); glDisable( GL_DEPTH_TEST ); CHECK_GL_ERROR(); glDepthFunc( GL_GEQUAL ); CHECK_GL_ERROR(); glClearDepthf( -1000.f ); CHECK_GL_ERROR(); // 세이더 로딩 XTRACE("col tex shader loading...."); m_pShaderColTex->LoadShaderFromStr( xvShaderColTex, xfShaderColTex, "base_shader" ); XTRACE( "col tex alpha test shader loading...." ); m_pShaderColTexAlphaTest->LoadShaderFromStr( xvShaderColTex, xfShaderColTexAlphaTest, "alpha_test_shader" ); XTRACE("texture shader loading...."); m_pTextureShader->LoadShaderFromStr( xvShader_Texture, xfShader_Texture, "texture_shader" ); XTRACE("gray shader loading...."); m_pGrayShader->LoadShaderFromStr( xvShaderColTex, xfShader_Gray, "gray_shader" ); XTRACE("color shader loading...."); m_pColorShader->LoadShaderFromStr( xvShader_Color, xfShader_Color, "color_shader"); XTRACE("onecolor shader loading...."); m_pOneColorShader->LoadShaderFromStr( xvShader_OneColor, xfShader_OneColor, "one_color shader" ); XTRACE("blurH shader loading...."); m_pBlurShaderH->LoadShaderFromStr( xvShaderColTex, xfShader_blurH, "blurH_shader" ); XTRACE("blurV shader loading...."); m_pBlurShaderV->LoadShaderFromStr( xvShaderColTex, xfShader_blurV, "blurV_shader" ); // 현재 쉐이더를 지정 XGraphicsOpenGL::sSetShader( m_pShaderColTex ); }
void GraphicsContext3D::clearDepth(GC3Dclampf depth) { makeContextCurrent(); #if defined(QT_OPENGL_ES_2) glClearDepthf(depth); #else glClearDepth(depth); #endif }
void GLES2StateCacheManagerImp::setClearDepth(GLclampf depth) { if(mClearDepth != depth) { mClearDepth = depth; OGRE_CHECK_GL_ERROR(glClearDepthf(depth)); } }