From 704272010655ca20bfb9688b4a3a9be3ea2610e6 Mon Sep 17 00:00:00 2001 From: "dan..om" Date: Sat, 3 Sep 2011 10:22:20 +0000 Subject: [PATCH] Appended the proper OpenGL constants to Javadoc for BlendMode. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8154 75d07b2b-3a1a-0410-a2c5-0572b91ccdca --- .../core/com/jme3/material/RenderState.java | 452 +++++++++--------- 1 file changed, 226 insertions(+), 226 deletions(-) diff --git a/engine/src/core/com/jme3/material/RenderState.java b/engine/src/core/com/jme3/material/RenderState.java index 20d870c42..293323c86 100644 --- a/engine/src/core/com/jme3/material/RenderState.java +++ b/engine/src/core/com/jme3/material/RenderState.java @@ -43,9 +43,9 @@ import java.io.IOException; /** * RenderState specifies material rendering properties that cannot * be controlled by a shader on a {@link Material}. The properties - * allow manipulation of rendering features such as depth testing, alpha blending, + * allow manipulation of rendering features such as depth testing, alpha blending, * face culling, stencil operations, and much more. - * + * * @author Kirill Vainer */ public class RenderState implements Cloneable, Savable { @@ -53,7 +53,7 @@ public class RenderState implements Cloneable, Savable { /** * The DEFAULT render state is the one used by default * on all materials unless changed otherwise by the user. - * + * *

* It has the following properties: *

*/ public static final RenderState DEFAULT = new RenderState(); - + /** * The NULL render state is identical to the {@link RenderState#DEFAULT} * render state except that depth testing and face culling are disabled. */ public static final RenderState NULL = new RenderState(); - + /** * The ADDITIONAL render state is identical to the * {@link RenderState#DEFAULT} render state except that all apply @@ -82,9 +82,9 @@ public class RenderState implements Cloneable, Savable { /** * TestFunction specifies the testing function for stencil test * function and alpha test function. - * + * *

The functions work similarly as described except that for stencil - * test function, the reference value given in the stencil command is + * test function, the reference value given in the stencil command is * the input value while the reference is the value already in the stencil * buffer. */ @@ -103,7 +103,7 @@ public class RenderState implements Cloneable, Savable { */ Less, /** - * The test succeeds if the input value is less than or equal to + * The test succeeds if the input value is less than or equal to * the reference value. */ LessOrEqual, @@ -112,7 +112,7 @@ public class RenderState implements Cloneable, Savable { */ Greater, /** - * The test succeeds if the input value is greater than or equal to + * The test succeeds if the input value is greater than or equal to * the reference value. */ GreaterOrEqual, @@ -128,8 +128,8 @@ public class RenderState implements Cloneable, Savable { /** * BlendMode specifies the blending operation to use. - * - * @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode) + * + * @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode) */ public enum BlendMode { @@ -140,27 +140,27 @@ public class RenderState implements Cloneable, Savable { /** * Additive blending. For use with glows and particle emitters. *

- * Result = Source Color + Destination Color + * Result = Source Color + Destination Color -> (GL_ONE, GL_ONE) */ Additive, /** * Premultiplied alpha blending, for use with premult alpha textures. *

- * Result = Source Color + (Dest Color * (1 - Source Alpha) ) + * Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA) */ PremultAlpha, /** * Additive blending that is multiplied with source alpha. * For use with glows and particle emitters. *

- * Result = (Source Alpha * Source Color) + Dest Color + * Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE) */ AlphaAdditive, /** * Color blending, blends in color from dest color * using source color. *

- * Result = Source Color + (1 - Source Color) * Dest Color + * Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR) */ Color, /** @@ -168,27 +168,27 @@ public class RenderState implements Cloneable, Savable { * using source alpha. *

* Result = Source Alpha * Source Color + - * (1 - Source Alpha) * Dest Color + * (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) */ Alpha, /** * Multiplies the source and dest colors. *

- * Result = Source Color * Dest Color + * Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO) */ Modulate, /** * Multiplies the source and dest colors then doubles the result. *

- * Result = 2 * Source Color * Dest Color + * Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR) */ ModulateX2 } /** * FaceCullMode specifies the criteria for faces to be culled. - * - * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode) + * + * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode) */ public enum FaceCullMode { @@ -212,14 +212,14 @@ public class RenderState implements Cloneable, Savable { /** * StencilOperation specifies the stencil operation to use - * in a certain scenario as specified in {@link RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, + * in a certain scenario as specified in {@link RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilFunction, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilFunction, * com.jme3.material.RenderState.StencilFunction)} */ public enum StencilOperation { @@ -236,15 +236,15 @@ public class RenderState implements Cloneable, Savable { * Replace the value in the stencil buffer with the reference value. */ Replace, - + /** * Increment the value in the stencil buffer, clamp once reaching * the maximum value. */ Increment, - + /** - * Increment the value in the stencil buffer and wrap to 0 when + * Increment the value in the stencil buffer and wrap to 0 when * reaching the maximum value. */ IncrementWrap, @@ -257,7 +257,7 @@ public class RenderState implements Cloneable, Savable { * value when reaching 0. */ DecrementWrap, - + /** * Does a bitwise invert of the value in the stencil buffer. */ @@ -281,39 +281,39 @@ public class RenderState implements Cloneable, Savable { ADDITIONAL.applyAlphaFallOff = false; ADDITIONAL.applyPolyOffset = false; } - + boolean pointSprite = false; boolean applyPointSprite = true; - + boolean wireframe = false; boolean applyWireFrame = true; - + FaceCullMode cullMode = FaceCullMode.Back; boolean applyCullMode = true; - + boolean depthWrite = true; boolean applyDepthWrite = true; - + boolean depthTest = true; boolean applyDepthTest = true; - + boolean colorWrite = true; boolean applyColorWrite = true; - + BlendMode blendMode = BlendMode.Off; boolean applyBlendMode = true; - + boolean alphaTest = false; boolean applyAlphaTest = true; - + float alphaFallOff = 0; boolean applyAlphaFallOff = true; - + float offsetFactor = 0; float offsetUnits = 0; boolean offsetEnabled = false; boolean applyPolyOffset = true; - + boolean stencilTest = false; boolean applyStencilTest = false; StencilOperation frontStencilStencilFailOperation = StencilOperation.Keep; @@ -377,7 +377,7 @@ public class RenderState implements Cloneable, Savable { /** * Create a clone of this RenderState - * + * * @return Clone of this render state. */ @Override @@ -390,15 +390,15 @@ public class RenderState implements Cloneable, Savable { } /** - * Enables point sprite mode. - * + * Enables point sprite mode. + * *

When point sprite is enabled, any meshes * with the type of {@link Mode#Points} will be rendered as 2D quads - * with texturing enabled. Fragment shaders can write to the - * gl_PointCoord variable to manipulate the texture coordinate + * with texturing enabled. Fragment shaders can write to the + * gl_PointCoord variable to manipulate the texture coordinate * for each pixel. The size of the 2D quad can be controlled by writing * to the gl_PointSize variable in the vertex shader. - * + * * @param pointSprite Enables Point Sprite mode. */ public void setPointSprite(boolean pointSprite) { @@ -407,16 +407,16 @@ public class RenderState implements Cloneable, Savable { } /** - * Sets the alpha fall off value for alpha testing. - * + * Sets the alpha fall off value for alpha testing. + * *

If the pixel's alpha value is greater than the * alphaFallOff then the pixel will be rendered, otherwise * the pixel will be discarded. - * + * * @param alphaFallOff The alpha of all rendered pixels must be higher * than this value to be rendered. This value should be between 0 and 1. - * - * @see RenderState#setAlphaTest(boolean) + * + * @see RenderState#setAlphaTest(boolean) */ public void setAlphaFallOff(float alphaFallOff) { applyAlphaFallOff = true; @@ -425,15 +425,15 @@ public class RenderState implements Cloneable, Savable { /** * Enable alpha testing. - * + * *

When alpha testing is enabled, all input pixels' alpha are compared - * to the {@link RenderState#setAlphaFallOff(float) constant alpha falloff}. - * If the input alpha is greater than the falloff, the pixel will be rendered, + * to the {@link RenderState#setAlphaFallOff(float) constant alpha falloff}. + * If the input alpha is greater than the falloff, the pixel will be rendered, * otherwise it will be discarded. - * + * * @param alphaTest Set to true to enable alpha testing. - * - * @see RenderState#setAlphaFallOff(float) + * + * @see RenderState#setAlphaFallOff(float) */ public void setAlphaTest(boolean alphaTest) { applyAlphaTest = true; @@ -442,11 +442,11 @@ public class RenderState implements Cloneable, Savable { /** * Enable writing color. - * + * *

When color write is enabled, the result of a fragment shader, the - * gl_FragColor, will be rendered into the color buffer - * (including alpha). - * + * gl_FragColor, will be rendered into the color buffer + * (including alpha). + * * @param colorWrite Set to true to enable color writing. */ public void setColorWrite(boolean colorWrite) { @@ -456,24 +456,24 @@ public class RenderState implements Cloneable, Savable { /** * Set the face culling mode. - * + * *

See the {@link FaceCullMode} enum on what each value does. * Face culling will project the triangle's points onto the screen - * and determine if the triangle is in counter-clockwise order or - * clockwise order. If a triangle is in counter-clockwise order, then + * and determine if the triangle is in counter-clockwise order or + * clockwise order. If a triangle is in counter-clockwise order, then * it is considered a front-facing triangle, otherwise, it is considered * a back-facing triangle. - * + * * @param cullMode the face culling mode. */ public void setFaceCullMode(FaceCullMode cullMode) { applyCullMode = true; this.cullMode = cullMode; } - + /** * Set the blending mode. - * + * *

When blending is enabled, (blendMode is not {@link BlendMode#Off}) * the input pixel will be blended with the pixel * already in the color buffer. The blending operation is determined @@ -481,62 +481,62 @@ public class RenderState implements Cloneable, Savable { * will add the input pixel's color to the color already in the color buffer: *
* Result = Source Color + Destination Color - * - * @param blendMode The blend mode to use. Set to {@link BlendMode#Off} + * + * @param blendMode The blend mode to use. Set to {@link BlendMode#Off} * to disable blending. */ public void setBlendMode(BlendMode blendMode) { applyBlendMode = true; this.blendMode = blendMode; } - + /** * Enable depth testing. - * - *

When depth testing is enabled, a pixel must pass the depth test - * before it is written to the color buffer. + * + *

When depth testing is enabled, a pixel must pass the depth test + * before it is written to the color buffer. * The input pixel's depth value must be less than or equal than * the value already in the depth buffer to pass the depth test. - * + * * @param depthTest Enable or disable depth testing. */ public void setDepthTest(boolean depthTest) { applyDepthTest = true; this.depthTest = depthTest; } - + /** * Enable depth writing. - * + * *

After passing the {@link RenderState#setDepthTest(boolean) depth test}, * a pixel's depth value will be written into the depth buffer if * depth writing is enabled. - * + * * @param depthWrite True to enable writing to the depth buffer. */ public void setDepthWrite(boolean depthWrite) { applyDepthWrite = true; this.depthWrite = depthWrite; } - + /** * Enables wireframe rendering mode. - * + * *

When in wireframe mode, {@link Mesh meshes} rendered in triangle mode * will not be solid, but instead, only the edges of the triangles * will be rendered. - * + * * @param wireframe True to enable wireframe mode. */ public void setWireframe(boolean wireframe) { applyWireFrame = true; this.wireframe = wireframe; } - + /** * Offsets the on-screen z-order of the material's polygons, to combat visual artefacts like * stitching, bleeding and z-fighting for overlapping polygons. - * Factor and units are summed to produce the depth offset. + * Factor and units are summed to produce the depth offset. * This offset is applied in screen space, * typically with positive Z pointing into the screen. * Typical values are (1.0f, 1.0f) or (-1.0f, -1.0f) @@ -554,18 +554,18 @@ public class RenderState implements Cloneable, Savable { /** * Enable stencil testing. - * + * *

Stencil testing can be used to filter pixels according to the stencil * buffer. Objects can be rendered with some stencil operation to manipulate * the values in the stencil buffer, then, other objects can be rendered * to test against the values written previously. - * + * * @param enabled Set to true to enable stencil functionality. If false * all other parameters are ignored. - * + * * @param _frontStencilStencilFailOperation Sets the operation to occur when * a front-facing triangle fails the front stencil function. - * @param _frontStencilDepthFailOperation Sets the operation to occur when + * @param _frontStencilDepthFailOperation Sets the operation to occur when * a front-facing triangle fails the depth test. * @param _frontStencilDepthPassOperation Set the operation to occur when * a front-facing triangle passes the depth test. @@ -602,7 +602,7 @@ public class RenderState implements Cloneable, Savable { /** * Check if stencil test is enabled. - * + * * @return True if stencil test is enabled. */ public boolean isStencilTest() { @@ -611,18 +611,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the front stencil fail operation. - * + * * @return the front stencil fail operation. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public StencilOperation getFrontStencilStencilFailOperation() { return frontStencilStencilFailOperation; @@ -630,18 +630,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the front depth test fail operation. - * + * * @return the front depth test fail operation. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public StencilOperation getFrontStencilDepthFailOperation() { return frontStencilDepthFailOperation; @@ -649,18 +649,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the front depth test pass operation. - * + * * @return the front depth test pass operation. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public StencilOperation getFrontStencilDepthPassOperation() { return frontStencilDepthPassOperation; @@ -668,18 +668,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the back stencil fail operation. - * + * * @return the back stencil fail operation. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public StencilOperation getBackStencilStencilFailOperation() { return backStencilStencilFailOperation; @@ -687,18 +687,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the back depth test fail operation. - * + * * @return the back depth test fail operation. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public StencilOperation getBackStencilDepthFailOperation() { return backStencilDepthFailOperation; @@ -706,18 +706,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the back depth test pass operation. - * + * * @return the back depth test pass operation. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public StencilOperation getBackStencilDepthPassOperation() { return backStencilDepthPassOperation; @@ -725,18 +725,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the front stencil function. - * + * * @return the front stencil function. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public TestFunction getFrontStencilFunction() { return frontStencilFunction; @@ -744,18 +744,18 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the back stencil function. - * + * * @return the back stencil function. - * - * @see RenderState#setStencil(boolean, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.StencilOperation, - * com.jme3.material.RenderState.TestFunction, - * com.jme3.material.RenderState.TestFunction) + * + * @see RenderState#setStencil(boolean, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.StencilOperation, + * com.jme3.material.RenderState.TestFunction, + * com.jme3.material.RenderState.TestFunction) */ public TestFunction getBackStencilFunction() { return backStencilFunction; @@ -763,7 +763,7 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the blend mode. - * + * * @return the blend mode. */ public BlendMode getBlendMode() { @@ -772,21 +772,21 @@ public class RenderState implements Cloneable, Savable { /** * Check if point sprite mode is enabled - * + * * @return True if point sprite mode is enabled. - * - * @see RenderState#setPointSprite(boolean) + * + * @see RenderState#setPointSprite(boolean) */ public boolean isPointSprite() { return pointSprite; } - + /** * Check if alpha test is enabled. - * + * * @return True if alpha test is enabled. - * - * @see RenderState#setAlphaTest(boolean) + * + * @see RenderState#setAlphaTest(boolean) */ public boolean isAlphaTest() { return alphaTest; @@ -794,21 +794,21 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the face cull mode. - * + * * @return the face cull mode. - * - * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode) + * + * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode) */ public FaceCullMode getFaceCullMode() { return cullMode; } - + /** * Check if depth test is enabled. - * + * * @return True if depth test is enabled. - * - * @see RenderState#setDepthTest(boolean) + * + * @see RenderState#setDepthTest(boolean) */ public boolean isDepthTest() { return depthTest; @@ -816,10 +816,10 @@ public class RenderState implements Cloneable, Savable { /** * Check if depth write is enabled. - * + * * @return True if depth write is enabled. - * - * @see RenderState#setDepthWrite(boolean) + * + * @see RenderState#setDepthWrite(boolean) */ public boolean isDepthWrite() { return depthWrite; @@ -827,21 +827,21 @@ public class RenderState implements Cloneable, Savable { /** * Check if wireframe mode is enabled. - * + * * @return True if wireframe mode is enabled. - * - * @see RenderState#setWireframe(boolean) + * + * @see RenderState#setWireframe(boolean) */ public boolean isWireframe() { return wireframe; } - + /** * Check if color writing is enabled. - * + * * @return True if color writing is enabled. - * - * @see RenderState#setColorWrite(boolean) + * + * @see RenderState#setColorWrite(boolean) */ public boolean isColorWrite() { return colorWrite; @@ -849,10 +849,10 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the poly offset factor value. - * + * * @return the poly offset factor value. - * - * @see RenderState#setPolyOffset(float, float) + * + * @see RenderState#setPolyOffset(float, float) */ public float getPolyOffsetFactor() { return offsetFactor; @@ -860,10 +860,10 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the poly offset units value. - * + * * @return the poly offset units value. - * - * @see RenderState#setPolyOffset(float, float) + * + * @see RenderState#setPolyOffset(float, float) */ public float getPolyOffsetUnits() { return offsetUnits; @@ -871,10 +871,10 @@ public class RenderState implements Cloneable, Savable { /** * Check if polygon offset is enabled. - * + * * @return True if polygon offset is enabled. - * - * @see RenderState#setPolyOffset(float, float) + * + * @see RenderState#setPolyOffset(float, float) */ public boolean isPolyOffset() { return offsetEnabled; @@ -882,10 +882,10 @@ public class RenderState implements Cloneable, Savable { /** * Retrieve the alpha falloff value. - * + * * @return the alpha falloff value. - * - * @see RenderState#setAlphaFallOff(float) + * + * @see RenderState#setAlphaFallOff(float) */ public float getAlphaFallOff() { return alphaFallOff; @@ -932,21 +932,21 @@ public class RenderState implements Cloneable, Savable { return applyWireFrame; } */ - + /** - * Merges this state and additionalState into + * Merges this state and additionalState into * the parameter state based on a specific criteria. - * + * *

The criteria for this merge is the following:
* For every given property, such as alpha test or depth write, check * if it was modified from the original in the additionalState * if it was modified, then copy the property from the additionalState * into the parameter state, otherwise, copy the property from this - * into the parameter state. If additionalState - * is null, then no modifications are made and this is returned, + * into the parameter state. If additionalState + * is null, then no modifications are made and this is returned, * otherwise, the parameter state is returned with the result * of the merge. - * + * * @param additionalState The additionalState, from which data is taken only * if it was modified by the user. * @param state Contains output of the method if additionalState @@ -1017,28 +1017,28 @@ public class RenderState implements Cloneable, Savable { } if (additionalState.applyStencilTest){ state.stencilTest = additionalState.stencilTest; - + state.frontStencilStencilFailOperation = additionalState.frontStencilStencilFailOperation; state.frontStencilDepthFailOperation = additionalState.frontStencilDepthFailOperation; state.frontStencilDepthPassOperation = additionalState.frontStencilDepthPassOperation; - + state.backStencilStencilFailOperation = additionalState.backStencilStencilFailOperation; state.backStencilDepthFailOperation = additionalState.backStencilDepthFailOperation; state.backStencilDepthPassOperation = additionalState.backStencilDepthPassOperation; - + state.frontStencilFunction = additionalState.frontStencilFunction; state.backStencilFunction = additionalState.backStencilFunction; }else{ state.stencilTest = stencilTest; - + state.frontStencilStencilFailOperation = frontStencilStencilFailOperation; state.frontStencilDepthFailOperation = frontStencilDepthFailOperation; state.frontStencilDepthPassOperation = frontStencilDepthPassOperation; - + state.backStencilStencilFailOperation = backStencilStencilFailOperation; state.backStencilDepthFailOperation = backStencilDepthFailOperation; state.backStencilDepthPassOperation = backStencilDepthPassOperation; - + state.frontStencilFunction = frontStencilFunction; state.backStencilFunction = backStencilFunction; }