public static void EnableDepthTest(/* final */ GL10 pGL) { if (!GLHelper.sEnableDepthTest) { GLHelper.sEnableDepthTest = true; pGL.GlEnable(GL10Consts.GlDepthTest); } }
public static void EnableMultisample(/* final */ GL10 pGL) { if (!GLHelper.sEnableMultisample) { GLHelper.sEnableMultisample = true; pGL.GlEnable(GL10Consts.GlMultisample); } }
public static void EnableDither(/* final */ GL10 pGL) { if (!GLHelper.sEnableDither) { GLHelper.sEnableDither = true; pGL.GlEnable(GL10Consts.GlDither); } }
public static void EnableLightning(/* final */ GL10 pGL) { if (!GLHelper.sEnableLightning) { GLHelper.sEnableLightning = true; pGL.GlEnable(GL10Consts.GlLighting); } }
public static void EnableTextures(/* final */ GL10 pGL) { if (!GLHelper.sEnableTextures) { GLHelper.sEnableTextures = true; pGL.GlEnable(GL10Consts.GlTexture2d); } }
public static void EnableBlend(/* final */ GL10 pGL) { if (!GLHelper.sEnableBlend) { GLHelper.sEnableBlend = true; pGL.GlEnable(GL10Consts.GlBlend); } }
public static void EnableCulling(/* final */ GL10 pGL) { if (!GLHelper.sEnableCulling) { GLHelper.sEnableCulling = true; //pGL.GlEnable(GL10.GL_CULL_FACE); pGL.GlEnable(GL11Consts.GlCullFaceMode); } }
// =========================================================== // Methods for/from SuperClass/Interfaces // =========================================================== protected override void OnDrawScene(/* final */ GL10 pGL) { /* final */ //Camera firstCamera = this.GetFirstCamera(); Camera firstCamera = this.FirstCamera; /* final */ Camera secondCamera = this.SecondCamera; /* final */ int surfaceWidth = this.mSurfaceWidth; /* final */ int surfaceWidthHalf = surfaceWidth >> 1; /* final */ int surfaceHeight = this.mSurfaceHeight; //pGL.glEnable(GL10.GL_SCISSOR_TEST); // TODO --> GLHelper pGL.GlEnable(GL10Consts.GlScissorTest); // TODO --> GLHelper /* First Screen. With first camera, on the left half of the screens width. */ { pGL.GlScissor(0, 0, surfaceWidthHalf, surfaceHeight); pGL.GlViewport(0, 0, surfaceWidthHalf, surfaceHeight); //super.mScene.onDraw(pGL, firstCamera); base.mScene.OnDraw(pGL, firstCamera); firstCamera.OnDrawHUD(pGL); } /* Second Screen. With second camera, on the right half of the screens width. */ { pGL.GlScissor(surfaceWidthHalf, 0, surfaceWidthHalf, surfaceHeight); pGL.GlViewport(surfaceWidthHalf, 0, surfaceWidthHalf, surfaceHeight); //super.mScene.onDraw(pGL, secondCamera); base.mScene.OnDraw(pGL, secondCamera); secondCamera.OnDrawHUD(pGL); } pGL.GlDisable(GL10Consts.GlScissorTest); }