public abstract class GLRegion extends Region
Region
,
OutlineShape
COLORCHANNEL_RENDERING_BIT, COLORTEXTURE_RENDERING_BIT, DEBUG, DEBUG_INSTANCE, DEFAULT_TWO_PASS_TEXTURE_UNIT, MAX_QUALITY, MSAA_RENDERING_BIT, VARWEIGHT_RENDERING_BIT, VBAA_RENDERING_BIT
Modifier and Type | Method and Description |
---|---|
void |
clear(GL2ES2 gl)
Clears all data, i.e.
|
static GLRegion |
create(int renderModes,
TextureSequence colorTexSeq)
Create a GLRegion using the passed render mode
|
void |
destroy(GL2ES2 gl)
Delete and clear the associated OGL objects.
|
void |
draw(GL2ES2 gl,
RegionRenderer renderer,
int[] sampleCount)
Renders the associated OGL objects specifying
current width/hight of window for multi pass rendering
of the region.
|
addOutlineShape, addOutlineShapes, getBounds, getFrustum, getQuality, getRenderModes, getRenderModeString, hasColorChannel, hasColorChannel, hasColorTexture, hasColorTexture, hasVariableWeight, hasVariableWeight, isMSAA, isMSAA, isShapeDirty, isStateDirty, isTwoPass, isVBAA, isVBAA, markShapeDirty, markStateDirty, setFrustum, setQuality, toString
public static GLRegion create(int renderModes, TextureSequence colorTexSeq)
In case Region.VBAA_RENDERING_BIT
is being requested the default texture unit
Region.DEFAULT_TWO_PASS_TEXTURE_UNIT
is being used.
renderModes
- bit-field of modes, e.g. Region.VARWEIGHT_RENDERING_BIT
, Region.VBAA_RENDERING_BIT
colorTexSeq
- optional TextureSequence
for Region.COLORTEXTURE_RENDERING_BIT
rendering mode.public void clear(GL2ES2 gl)
public final void destroy(GL2ES2 gl)
public final void draw(GL2ES2 gl, RegionRenderer renderer, int[] sampleCount)
User shall consider enabling
the renderer beforehand and disabling
it afterwards when used in conjunction with other renderer.
Users shall also consider setting the clear-color
appropriately:
blending
is enabled, RGB shall be set to text color, otherwise
blending will reduce the alpha seam's contrast and the font will appear thinner.blending
is disabled, RGB shall be set to the actual desired background.blending
is enabled, the
RegionRenderer
might need to be
created
with the appropriate callbacks
.
matrix
- current PMVMatrix
.renderer
- the RegionRenderer
to be usedsampleCount
- desired multisampling sample count for msaa-rendering.
The actual used scample-count is written back when msaa-rendering is enabled, otherwise the store is untouched.RegionRenderer.enable(GL2ES2, boolean)
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