com.jme3.material.RenderState.isDepthWrite()方法的使用及代码示例

x33g5p2x  于2022-01-29 转载在 其他  
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本文整理了Java中com.jme3.material.RenderState.isDepthWrite方法的一些代码示例,展示了RenderState.isDepthWrite的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。RenderState.isDepthWrite方法的具体详情如下:
包路径:com.jme3.material.RenderState
类名称:RenderState
方法名:isDepthWrite

RenderState.isDepthWrite介绍

[英]Check if depth write is enabled.
[中]检查是否启用了深度写入。

代码示例

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

writeRenderStateAttribute(out, "FaceCull", rs.getFaceCullMode().name());
if(rs.isDepthWrite() != defRs.isDepthWrite()) {
  writeRenderStateAttribute(out, "DepthWrite", rs.isDepthWrite()?"On":"Off");

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

if (mat.getAdditionalRenderState().isDepthWrite()) {
  mat.getAdditionalRenderState().setDepthTest(false);
  mat.getAdditionalRenderState().setDepthWrite(false);

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

if (state.isDepthWrite() && !context.depthWriteEnabled) {
  gl.glDepthMask(true);
  context.depthWriteEnabled = true;
} else if (!state.isDepthWrite() && context.depthWriteEnabled) {
  gl.glDepthMask(false);
  context.depthWriteEnabled = false;

代码示例来源:origin: org.jmonkeyengine/jme3-plugins

writeRenderStateAttribute(out, "FaceCull", rs.getFaceCullMode().name());
if(rs.isDepthWrite() != defRs.isDepthWrite()) {
  writeRenderStateAttribute(out, "DepthWrite", rs.isDepthWrite()?"On":"Off");

代码示例来源:origin: info.projectkyoto/mms-engine

/**
 * renders a filter on a fullscreen quad
 * @param r
 * @param buff
 * @param mat 
 */
private void renderProcessing(Renderer r, FrameBuffer buff, Material mat) {
  if (buff == outputBuffer) {
    fsQuad.setWidth(width);
    fsQuad.setHeight(height);
    filterCam.resize(originalWidth, originalHeight, true);
    fsQuad.setPosition(left * originalWidth, bottom * originalHeight);
  } else {
    fsQuad.setWidth(buff.getWidth());
    fsQuad.setHeight(buff.getHeight());
    filterCam.resize(buff.getWidth(), buff.getHeight(), true);
    fsQuad.setPosition(0, 0);
  }
  if (mat.getAdditionalRenderState().isDepthWrite()) {
    mat.getAdditionalRenderState().setDepthTest(false);
    mat.getAdditionalRenderState().setDepthWrite(false);
  }
  fsQuad.setMaterial(mat);
  fsQuad.updateGeometricState();
  renderManager.setCamera(filterCam, true);
  r.setFrameBuffer(buff);
  r.clearBuffers(clearColor, true, true);
  renderManager.renderGeometry(fsQuad);
}

代码示例来源:origin: org.jmonkeyengine/jme3-core

if (mat.getAdditionalRenderState().isDepthWrite()) {
  mat.getAdditionalRenderState().setDepthTest(false);
  mat.getAdditionalRenderState().setDepthWrite(false);

代码示例来源:origin: org.jmonkeyengine/jme3-core

if (state.isDepthWrite() && !context.depthWriteEnabled) {
  gl.glDepthMask(true);
  context.depthWriteEnabled = true;
} else if (!state.isDepthWrite() && context.depthWriteEnabled) {
  gl.glDepthMask(false);
  context.depthWriteEnabled = false;

代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-lwjgl

if (state.isDepthWrite() && !context.depthWriteEnabled) {
  glDepthMask(true);
  context.depthWriteEnabled = true;
} else if (!state.isDepthWrite() && context.depthWriteEnabled) {
  glDepthMask(false);
  context.depthWriteEnabled = false;

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