com.jme3.material.RenderState.isWireframe()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.isWireframe方法的一些代码示例,展示了RenderState.isWireframe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.isWireframe方法的具体详情如下:
包路径:com.jme3.material.RenderState
类名称:RenderState
方法名:isWireframe

RenderState.isWireframe介绍

[英]Check if wireframe mode is enabled.
[中]检查线框模式是否已启用。

代码示例

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

writeRenderStateAttribute(out, "Blend", rs.getBlendMode().name());
if(rs.isWireframe() != defRs.isWireframe()) {
  writeRenderStateAttribute(out, "Wireframe", rs.isWireframe()?"On":"Off");

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

public void applyRenderState(RenderState state) {
  if (gl2 != null) {
    if (state.isWireframe() && !context.wireframe) {
      gl2.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
      context.wireframe = true;
    } else if (!state.isWireframe() && context.wireframe) {
      gl2.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
      context.wireframe = false;

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

writeRenderStateAttribute(out, "Blend", rs.getBlendMode().name());
if(rs.isWireframe() != defRs.isWireframe()) {
  writeRenderStateAttribute(out, "Wireframe", rs.isWireframe()?"On":"Off");

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

public void applyRenderState(RenderState state) {
  if (gl2 != null) {
    if (state.isWireframe() && !context.wireframe) {
      gl2.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
      context.wireframe = true;
    } else if (!state.isWireframe() && context.wireframe) {
      gl2.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
      context.wireframe = false;

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

public void applyRenderState(RenderState state) {
  if (state.isWireframe() && !context.wireframe) {
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    context.wireframe = true;
  } else if (!state.isWireframe() && context.wireframe) {
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    context.wireframe = false;

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