zombie.core.Styles
Interface Style

All Known Implementing Classes:
AbstractStyle, LightingStyle, TransparentStyle

public interface Style

The default sprite renderer has various different styles of rendering, which affect what data it uses from the buffer and what GL state that it sets and resets before and after rendering.


Method Summary
 GeometryData build()
          If not rendering a sprite, then we perform a build() to create GeometryData Later, render() is called, with a vertex offset position and index offset position.
 AlphaOp getAlphaOp()
           
 boolean getRenderSprite()
          Whether to actually render a sprite when using this Style.
 int getStyleID()
           
 void render(int vertexOffset, int indexOffset)
          If not rendering a sprite, then render stuff.
 void resetState()
          Called to reset GL rendering state after actual drawing is done.
 void setupState()
          Called to set up GL rendering state before actual drawing is done.
 

Method Detail

setupState

void setupState()
Called to set up GL rendering state before actual drawing is done.


resetState

void resetState()
Called to reset GL rendering state after actual drawing is done.


getStyleID

int getStyleID()
Returns:
the style's ID, which affects its rendering order

getAlphaOp

AlphaOp getAlphaOp()
Returns:
the style's alpha operation

getRenderSprite

boolean getRenderSprite()
Whether to actually render a sprite when using this Style.

Returns:
boolean

build

GeometryData build()
If not rendering a sprite, then we perform a build() to create GeometryData Later, render() is called, with a vertex offset position and index offset position. Return null if you are going to handle your own VBOs in setupState().

Returns:
the vertex data, or null

render

void render(int vertexOffset,
            int indexOffset)
If not rendering a sprite, then render stuff. Our geometry was written to a pre-prepared buffer which is pointed to already.

Parameters:
vertexOffset -