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Printing the current OpenGL state / Which state do I need to change?


Bedrock_Miner

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Hello Guys!

 

I created a GUI, everything fine.

Now I realized that when I show a hovering text, like the Item tooltips, the enchantment effect on enchanted Items is shown over the whole slot, not only over the Item itself.

This happens obviously, because a specific GL state was changed. But I don't know which one. I tried to breakpoint everythins, with no effect.

 

Now I want to know if anyone knows which state this could be,

and if anyone knows how to print the whole GL state to compare it with the other one. Or, even better: Open the GL state map in eclipse debugging.

Any ideas are very much appreciated!

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if anyone knows how to print the whole GL state to compare it with the other one. Or, even better: Open the GL state map in eclipse debugging.

Any ideas are very much appreciated!

 

Yes, TheGreyGhost gave this tip once, you can use this method to print out most of the GL11 state:

 

 

[nobbc]/**

* User: The Grey Ghost

* Date: 9/02/14

*/

public class UtilityGL11Debug

{

  public class GLproperty

  {

    public GLproperty(int init_gLconstant, String init_name, String init_description, String init_category, String init_fetchCommand) {

      gLconstant = init_gLconstant;

      name = init_name;

      description = init_description;

      category = init_category;

      fetchCommand = init_fetchCommand;

    }

 

    public int gLconstant;

    public String name;

    public String description;

    public String category;

    public String fetchCommand;

  };

 

  public static UtilityGL11Debug instance = new UtilityGL11Debug();

 

  public GLproperty[] propertyList =

  {

      new GLproperty(GL11.GL_CURRENT_COLOR, "GL_CURRENT_COLOR", "Current color", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_INDEX, "GL_CURRENT_INDEX", "Current color index", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_TEXTURE_COORDS, "GL_CURRENT_TEXTURE_COORDS", "Current texture coordinates", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_NORMAL, "GL_CURRENT_NORMAL", "Current normal", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_RASTER_POSITION, "GL_CURRENT_RASTER_POSITION", "Current raster position", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_RASTER_DISTANCE, "GL_CURRENT_RASTER_DISTANCE", "Current raster distance", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_RASTER_COLOR, "GL_CURRENT_RASTER_COLOR", "Color associated with raster position", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_RASTER_INDEX, "GL_CURRENT_RASTER_INDEX", "Color index associated with raster position", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_RASTER_TEXTURE_COORDS, "GL_CURRENT_RASTER_TEXTURE_COORDS", "Texture coordinates associated with raster position", "current", "glGetFloatv()"),

      new GLproperty(GL11.GL_CURRENT_RASTER_POSITION_VALID, "GL_CURRENT_RASTER_POSITION_VALID", "Raster position valid bit", "current", "glGetBooleanv()"),

      new GLproperty(GL11.GL_EDGE_FLAG, "GL_EDGE_FLAG", "Edge flag", "current", "glGetBooleanv()"),

      new GLproperty(GL11.GL_VERTEX_ARRAY, "GL_VERTEX_ARRAY", "Vertex array enable", "vertex-array", "glIsEnabled()"),

      new GLproperty(GL11.GL_VERTEX_ARRAY_SIZE, "GL_VERTEX_ARRAY_SIZE", "Coordinates per vertex", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_VERTEX_ARRAY_TYPE, "GL_VERTEX_ARRAY_TYPE", "Type of vertex coordinates", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_VERTEX_ARRAY_STRIDE, "GL_VERTEX_ARRAY_STRIDE", "Stride between vertices", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_VERTEX_ARRAY_POINTER, "GL_VERTEX_ARRAY_POINTER", "Pointer to the vertex array", "vertex-array", "glGetPointerv()"),

      new GLproperty(GL11.GL_NORMAL_ARRAY, "GL_NORMAL_ARRAY", "Normal array enable", "vertex-array", "glIsEnabled()"),

      new GLproperty(GL11.GL_NORMAL_ARRAY_TYPE, "GL_NORMAL_ARRAY_TYPE", "Type of normal coordinates", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_NORMAL_ARRAY_STRIDE, "GL_NORMAL_ARRAY_STRIDE", "Stride between normals", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_NORMAL_ARRAY_POINTER, "GL_NORMAL_ARRAY_POINTER", "Pointer to the normal array", "vertex-array", "glGetPointerv()"),

      new GLproperty(GL11.GL_COLOR_ARRAY, "GL_COLOR_ARRAY", "RGBA color array enable", "vertex-array", "glIsEnabled()"),

      new GLproperty(GL11.GL_COLOR_ARRAY_SIZE, "GL_COLOR_ARRAY_SIZE", "Colors per vertex", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_COLOR_ARRAY_TYPE, "GL_COLOR_ARRAY_TYPE", "Type of color components", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_COLOR_ARRAY_STRIDE, "GL_COLOR_ARRAY_STRIDE", "Stride between colors", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_COLOR_ARRAY_POINTER, "GL_COLOR_ARRAY_POINTER", "Pointer to the color array", "vertex-array", "glGetPointerv()"),

      new GLproperty(GL11.GL_INDEX_ARRAY, "GL_INDEX_ARRAY", "Color-index array enable", "vertex-array", "glIsEnabled()"),

      new GLproperty(GL11.GL_INDEX_ARRAY_TYPE, "GL_INDEX_ARRAY_TYPE", "Type of color indices", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_INDEX_ARRAY_STRIDE, "GL_INDEX_ARRAY_STRIDE", "Stride between color indices", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_INDEX_ARRAY_POINTER, "GL_INDEX_ARRAY_POINTER", "Pointer to the index array", "vertex-array", "glGetPointerv()"),

      new GLproperty(GL11.GL_TEXTURE_COORD_ARRAY, "GL_TEXTURE_COORD_ARRAY", "Texture coordinate array enable", "vertex-array", "glIsEnabled()"),

      new GLproperty(GL11.GL_TEXTURE_COORD_ARRAY_SIZE, "GL_TEXTURE_COORD_ARRAY_SIZE", "Texture coordinates per element", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_TEXTURE_COORD_ARRAY_TYPE, "GL_TEXTURE_COORD_ARRAY_TYPE", "Type of texture coordinates", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_TEXTURE_COORD_ARRAY_STRIDE, "GL_TEXTURE_COORD_ARRAY_STRIDE", "Stride between texture coordinates", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_TEXTURE_COORD_ARRAY_POINTER, "GL_TEXTURE_COORD_ARRAY_POINTER", "Pointer to the texture coordinate array", "vertex-array", "glGetPointerv()"),

      new GLproperty(GL11.GL_EDGE_FLAG_ARRAY, "GL_EDGE_FLAG_ARRAY", "Edge flag array enable", "vertex-array", "glIsEnabled()"),

      new GLproperty(GL11.GL_EDGE_FLAG_ARRAY_STRIDE, "GL_EDGE_FLAG_ARRAY_STRIDE", "Stride between edge flags", "vertex-array", "glGetIntegerv()"),

      new GLproperty(GL11.GL_EDGE_FLAG_ARRAY_POINTER, "GL_EDGE_FLAG_ARRAY_POINTER", "Pointer to the edge flag array", "vertex-array", "glGetPointerv()"),

      new GLproperty(GL11.GL_MODELVIEW_MATRIX, "GL_MODELVIEW_MATRIX", "Modelview matrix stack", "matrix", "glGetFloatv()"),

      new GLproperty(GL11.GL_PROJECTION_MATRIX, "GL_PROJECTION_MATRIX", "Projection matrix stack", "matrix", "glGetFloatv()"),

      new GLproperty(GL11.GL_TEXTURE_MATRIX, "GL_TEXTURE_MATRIX", "Texture matrix stack", "matrix", "glGetFloatv()"),

      new GLproperty(GL11.GL_VIEWPORT, "GL_VIEWPORT", "Viewport origin and extent", "viewport", "glGetIntegerv()"),

      new GLproperty(GL11.GL_DEPTH_RANGE, "GL_DEPTH_RANGE", "Depth range near and far", "viewport", "glGetFloatv()"),

      new GLproperty(GL11.GL_MODELVIEW_STACK_DEPTH, "GL_MODELVIEW_STACK_DEPTH", "Modelview matrix stack pointer", "matrix", "glGetIntegerv()"),

      new GLproperty(GL11.GL_PROJECTION_STACK_DEPTH, "GL_PROJECTION_STACK_DEPTH", "Projection matrix stack pointer", "matrix", "glGetIntegerv()"),

      new GLproperty(GL11.GL_TEXTURE_STACK_DEPTH, "GL_TEXTURE_STACK_DEPTH", "Texture matrix stack pointer", "matrix", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MATRIX_MODE, "GL_MATRIX_MODE", "Current matrix mode", "transform", "glGetIntegerv()"),

      new GLproperty(GL11.GL_NORMALIZE, "GL_NORMALIZE", "Current normal normalization on/off", "transform/ enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_FOG_COLOR, "GL_FOG_COLOR", "Fog color", "fog", "glGetFloatv()"),

      new GLproperty(GL11.GL_FOG_INDEX, "GL_FOG_INDEX", "Fog index", "fog", "glGetFloatv()"),

      new GLproperty(GL11.GL_FOG_DENSITY, "GL_FOG_DENSITY", "Exponential fog density", "fog", "glGetFloatv()"),

      new GLproperty(GL11.GL_FOG_START, "GL_FOG_START", "Linear fog start", "fog", "glGetFloatv()"),

      new GLproperty(GL11.GL_FOG_END, "GL_FOG_END", "Linear fog end", "fog", "glGetFloatv()"),

      new GLproperty(GL11.GL_FOG_MODE, "GL_FOG_MODE", "Fog mode", "fog", "glGetIntegerv()"),

      new GLproperty(GL11.GL_FOG, "GL_FOG", "True if fog enabled", "fog/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_SHADE_MODEL, "GL_SHADE_MODEL", "glShadeModel() setting", "lighting", "glGetIntegerv()"),

      new GLproperty(GL11.GL_LIGHTING, "GL_LIGHTING", "True if lighting is enabled", "lighting/e nable", "glIsEnabled()"),

      new GLproperty(GL11.GL_COLOR_MATERIAL, "GL_COLOR_MATERIAL", "True if color tracking is enabled", "lighting", "glIsEnabled()"),

      new GLproperty(GL11.GL_COLOR_MATERIAL_PARAMETER, "GL_COLOR_MATERIAL_PARAMETER", "Material properties tracking current color", "lighting", "glGetIntegerv()"),

      new GLproperty(GL11.GL_COLOR_MATERIAL_FACE, "GL_COLOR_MATERIAL_FACE", "Face(s) affected by color tracking", "lighting", "glGetIntegerv()"),

      new GLproperty(GL11.GL_AMBIENT, "GL_AMBIENT", "Ambient material color", "lighting", "glGetMaterialfv()"),

      new GLproperty(GL11.GL_DIFFUSE, "GL_DIFFUSE", "Diffuse material color", "lighting", "glGetMaterialfv()"),

      new GLproperty(GL11.GL_SPECULAR, "GL_SPECULAR", "Specular material color", "lighting", "glGetMaterialfv()"),

      new GLproperty(GL11.GL_EMISSION, "GL_EMISSION", "Emissive material color", "lighting", "glGetMaterialfv()"),

      new GLproperty(GL11.GL_SHININESS, "GL_SHININESS", "Specular exponent of material", "lighting", "glGetMaterialfv()"),

      new GLproperty(GL11.GL_LIGHT_MODEL_AMBIENT, "GL_LIGHT_MODEL_AMBIENT", "Ambient scene color", "lighting", "glGetFloatv()"),

      new GLproperty(GL11.GL_LIGHT_MODEL_LOCAL_VIEWER, "GL_LIGHT_MODEL_LOCAL_VIEWER", "Viewer is local", "lighting", "glGetBooleanv()"),

      new GLproperty(GL11.GL_LIGHT_MODEL_TWO_SIDE, "GL_LIGHT_MODEL_TWO_SIDE", "Use two-sided lighting", "lighting", "glGetBooleanv()"),

      new GLproperty(GL11.GL_AMBIENT, "GL_AMBIENT", "Ambient intensity of light i", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_DIFFUSE, "GL_DIFFUSE", "Diffuse intensity of light i", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_SPECULAR, "GL_SPECULAR", "Specular intensity of light i", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_POSITION, "GL_POSITION", "Position of light i", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_CONSTANT_ATTENUATION, "GL_CONSTANT_ATTENUATION", "Constant attenuation factor", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_LINEAR_ATTENUATION, "GL_LINEAR_ATTENUATION", "Linear attenuation factor", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_QUADRATIC_ATTENUATION, "GL_QUADRATIC_ATTENUATION", "Quadratic attenuation factor", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_SPOT_DIRECTION, "GL_SPOT_DIRECTION", "Spotlight direction of light i", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_SPOT_EXPONENT, "GL_SPOT_EXPONENT", "Spotlight exponent of light i", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_SPOT_CUTOFF, "GL_SPOT_CUTOFF", "Spotlight angle of light i", "lighting", "glGetLightfv()"),

      new GLproperty(GL11.GL_LIGHT0, "GL_LIGHT0", "True if light 0 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LIGHT1, "GL_LIGHT1", "True if light 1 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LIGHT2, "GL_LIGHT2", "True if light 2 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LIGHT3, "GL_LIGHT3", "True if light 3 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LIGHT4, "GL_LIGHT4", "True if light 4 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LIGHT5, "GL_LIGHT5", "True if light 5 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LIGHT6, "GL_LIGHT6", "True if light 6 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LIGHT7, "GL_LIGHT7", "True if light 7 enabled", "lighting/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_COLOR_INDEXES, "GL_COLOR_INDEXES", "ca, cd, and cs for color-index lighting", "lighting/e nable", "glGetMaterialfv()"),

      new GLproperty(GL11.GL_POINT_SIZE, "GL_POINT_SIZE", "Point size", "point", "glGetFloatv()"),

      new GLproperty(GL11.GL_POINT_SMOOTH, "GL_POINT_SMOOTH", "Point antialiasing on", "point/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LINE_WIDTH, "GL_LINE_WIDTH", "Line width", "line", "glGetFloatv()"),

      new GLproperty(GL11.GL_LINE_SMOOTH, "GL_LINE_SMOOTH", "Line antialiasing on", "line/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LINE_STIPPLE_PATTERN, "GL_LINE_STIPPLE_PATTERN", "Line stipple", "line", "glGetIntegerv()"),

      new GLproperty(GL11.GL_LINE_STIPPLE_REPEAT, "GL_LINE_STIPPLE_REPEAT", "Line stipple repeat", "line", "glGetIntegerv()"),

      new GLproperty(GL11.GL_LINE_STIPPLE, "GL_LINE_STIPPLE", "Line stipple enable", "line/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_CULL_FACE, "GL_CULL_FACE", "Polygon culling enabled", "polygon/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE", "Cull front-/back-facing polygons", "polygon", "glGetIntegerv()"),

      new GLproperty(GL11.GL_FRONT_FACE, "GL_FRONT_FACE", "Polygon front-face CW/CCW indicator", "polygon", "glGetIntegerv()"),

      new GLproperty(GL11.GL_POLYGON_SMOOTH, "GL_POLYGON_SMOOTH", "Polygon antialiasing on", "polygon/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_POLYGON_MODE, "GL_POLYGON_MODE", "Polygon rasterization mode (front and back)", "polygon", "glGetIntegerv()"),

      new GLproperty(GL11.GL_POLYGON_OFFSET_FACTOR, "GL_POLYGON_OFFSET_FACTOR", "Polygon offset factor", "polygon", "glGetFloatv()"),

      new GLproperty(GL11.GL_POLYGON_OFFSET_POINT, "GL_POLYGON_OFFSET_POINT", "Polygon offset enable for GL_POINT mode rasterization", "polygon/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_POLYGON_OFFSET_LINE, "GL_POLYGON_OFFSET_LINE", "Polygon offset enable for GL_LINE mode rasterization", "polygon/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL", "Polygon offset enable for GL_FILL mode rasterization", "polygon/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_POLYGON_STIPPLE, "GL_POLYGON_STIPPLE", "Polygon stipple enable", "polygon/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_TEXTURE_1D, "GL_TEXTURE_1D", "True if 1-D texturing enabled ", "texture/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_TEXTURE_2D, "GL_TEXTURE_2D", "True if 2-D texturing enabled ", "texture/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_TEXTURE_BINDING_1D, "GL_TEXTURE_BINDING_1D", "Texture object bound to GL_TEXTURE_1D", "texture", "glGetIntegerv()"),

      new GLproperty(GL11.GL_TEXTURE_BINDING_2D, "GL_TEXTURE_BINDING_2D", "Texture object bound to GL_TEXTURE_2D", "texture", "glGetIntegerv()"),

      new GLproperty(GL11.GL_TEXTURE, "GL_TEXTURE", "x-D texture image at level of detail i", "UNUSED", "glGetTexImage()"),

      new GLproperty(GL11.GL_TEXTURE_WIDTH, "GL_TEXTURE_WIDTH", "x-D texture image i's width", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_HEIGHT, "GL_TEXTURE_HEIGHT", "x-D texture image i's height", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_BORDER, "GL_TEXTURE_BORDER", "x-D texture image i's border width", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_RED_SIZE, "GL_TEXTURE_RED_SIZE", "x-D texture image i's red resolution", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_GREEN_SIZE, "GL_TEXTURE_GREEN_SIZE", "x-D texture image i's green resolution", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_BLUE_SIZE, "GL_TEXTURE_BLUE_SIZE", "x-D texture image i's blue resolution", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_ALPHA_SIZE, "GL_TEXTURE_ALPHA_SIZE", "x-D texture image i's alpha resolution", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_LUMINANCE_SIZE, "GL_TEXTURE_LUMINANCE_SIZE", "x-D texture image i's luminance resolution", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_INTENSITY_SIZE, "GL_TEXTURE_INTENSITY_SIZE", "x-D texture image i's intensity resolution", "UNUSED", "glGetTexLevelParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_BORDER_COLOR, "GL_TEXTURE_BORDER_COLOR", "Texture border color", "texture", "glGetTexParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_MIN_FILTER, "GL_TEXTURE_MIN_FILTER", "Texture minification function", "texture", "glGetTexParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_MAG_FILTER, "GL_TEXTURE_MAG_FILTER", "Texture magnification function", "texture", "glGetTexParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_WRAP_S, "GL_TEXTURE_WRAP_S", "Texture wrap mode (x is S or T)", "texture", "glGetTexParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_WRAP_T, "GL_TEXTURE_WRAP_T", "Texture wrap mode (x is S or T)", "texture", "glGetTexParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_PRIORITY, "GL_TEXTURE_PRIORITY", "Texture object priority", "texture", "glGetTexParameter*()"),

      new GLproperty(GL11.GL_TEXTURE_ENV_MODE, "GL_TEXTURE_ENV_MODE", "Texture application function", "texture", "glGetTexEnviv()"),

      new GLproperty(GL11.GL_TEXTURE_ENV_COLOR, "GL_TEXTURE_ENV_COLOR", "Texture environment color", "texture", "glGetTexEnvfv()"),

      new GLproperty(GL11.GL_TEXTURE_GEN_S, "GL_TEXTURE_GEN_S", "Texgen enabled (x is S, T, R, or Q)", "texture/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_TEXTURE_GEN_T, "GL_TEXTURE_GEN_T", "Texgen enabled (x is S, T, R, or Q)", "texture/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_TEXTURE_GEN_R, "GL_TEXTURE_GEN_R", "Texgen enabled (x is S, T, R, or Q)", "texture/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_TEXTURE_GEN_Q, "GL_TEXTURE_GEN_Q", "Texgen enabled (x is S, T, R, or Q)", "texture/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_EYE_PLANE, "GL_EYE_PLANE", "Texgen plane equation coefficients", "texture", "glGetTexGenfv()"),

      new GLproperty(GL11.GL_OBJECT_PLANE, "GL_OBJECT_PLANE", "Texgen object linear coefficients", "texture", "glGetTexGenfv()"),

      new GLproperty(GL11.GL_TEXTURE_GEN_MODE, "GL_TEXTURE_GEN_MODE", "Function used for texgen", "texture", "glGetTexGeniv()"),

      new GLproperty(GL11.GL_SCISSOR_TEST, "GL_SCISSOR_TEST", "Scissoring enabled", "scissor/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_SCISSOR_BOX, "GL_SCISSOR_BOX", "Scissor box", "scissor", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ALPHA_TEST, "GL_ALPHA_TEST", "Alpha test enabled", "color-buffer/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_ALPHA_TEST_FUNC, "GL_ALPHA_TEST_FUNC", "Alpha test function", "color-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ALPHA_TEST_REF, "GL_ALPHA_TEST_REF", "Alpha test reference value", "color-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_TEST, "GL_STENCIL_TEST", "Stenciling enabled", "stencil-buffer/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_STENCIL_FUNC, "GL_STENCIL_FUNC", "Stencil function", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_VALUE_MASK, "GL_STENCIL_VALUE_MASK", "Stencil mask", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_REF, "GL_STENCIL_REF", "Stencil reference value", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_FAIL, "GL_STENCIL_FAIL", "Stencil fail action", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_PASS_DEPTH_FAIL, "GL_STENCIL_PASS_DEPTH_FAIL", "Stencil depth buffer fail action", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_PASS_DEPTH_PASS, "GL_STENCIL_PASS_DEPTH_PASS", "Stencil depth buffer pass action", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_DEPTH_TEST, "GL_DEPTH_TEST", "Depth buffer enabled", "depth-buffer/ena ble", "glIsEnabled()"),

      new GLproperty(GL11.GL_DEPTH_FUNC, "GL_DEPTH_FUNC", "Depth buffer test function", "depth-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_BLEND, "GL_BLEND", "Blending enabled", "color-buffer/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_BLEND_SRC, "GL_BLEND_SRC", "Blending source function", "color-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_BLEND_DST, "GL_BLEND_DST", "Blending destination function", "color-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_DITHER, "GL_DITHER", "Dithering enabled", "color-buffer/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_INDEX_LOGIC_OP, "GL_INDEX_LOGIC_OP", "Color index logical operation enabled", "color-buffer/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_COLOR_LOGIC_OP, "GL_COLOR_LOGIC_OP", "RGBA color logical operation enabled", "color-buffer/enable", "glIsEnabled()"),

      new GLproperty(GL11.GL_LOGIC_OP_MODE, "GL_LOGIC_OP_MODE", "Logical operation function", "color-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_DRAW_BUFFER, "GL_DRAW_BUFFER", "Buffers selected for drawing", "color-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_INDEX_WRITEMASK, "GL_INDEX_WRITEMASK", "Color-index writemask", "color-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK", "Color write enables; R, G, B, or A", "color-buffer", "glGetBooleanv()"),

      new GLproperty(GL11.GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK", "Depth buffer enabled for writing", "depth-buffer", "glGetBooleanv()"),

      new GLproperty(GL11.GL_STENCIL_WRITEMASK, "GL_STENCIL_WRITEMASK", "Stencil-buffer writemask", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE", "Color-buffer clear value (RGBA mode)", "color-buffer", "glGetFloatv()"),

      new GLproperty(GL11.GL_INDEX_CLEAR_VALUE, "GL_INDEX_CLEAR_VALUE", "Color-buffer clear value (color-index mode)", "color-buffer", "glGetFloatv()"),

      new GLproperty(GL11.GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE", "Depth-buffer clear value", "depth-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_CLEAR_VALUE, "GL_STENCIL_CLEAR_VALUE", "Stencil-buffer clear value", "stencil-buffer", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ACCUM_CLEAR_VALUE, "GL_ACCUM_CLEAR_VALUE", "Accumulation-buffer clear value", "accum-buffer", "glGetFloatv()"),

      new GLproperty(GL11.GL_UNPACK_SWAP_BYTES, "GL_UNPACK_SWAP_BYTES", "Value of GL_UNPACK_SWAP_BYTES", "pixel-store", "glGetBooleanv()"),

      new GLproperty(GL11.GL_UNPACK_LSB_FIRST, "GL_UNPACK_LSB_FIRST", "Value of GL_UNPACK_LSB_FIRST", "pixel-store", "glGetBooleanv()"),

      new GLproperty(GL11.GL_UNPACK_ROW_LENGTH, "GL_UNPACK_ROW_LENGTH", "Value of GL_UNPACK_ROW_LENGTH", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_UNPACK_SKIP_ROWS, "GL_UNPACK_SKIP_ROWS", "Value of GL_UNPACK_SKIP_ROWS", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_UNPACK_SKIP_PIXELS, "GL_UNPACK_SKIP_PIXELS", "Value of GL_UNPACK_SKIP_PIXELS", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT", "Value of GL_UNPACK_ALIGNMENT", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_PACK_SWAP_BYTES, "GL_PACK_SWAP_BYTES", "Value of GL_PACK_SWAP_BYTES", "pixel-store", "glGetBooleanv()"),

      new GLproperty(GL11.GL_PACK_LSB_FIRST, "GL_PACK_LSB_FIRST", "Value of GL_PACK_LSB_FIRST", "pixel-store", "glGetBooleanv()"),

      new GLproperty(GL11.GL_PACK_ROW_LENGTH, "GL_PACK_ROW_LENGTH", "Value of GL_PACK_ROW_LENGTH", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_PACK_SKIP_ROWS, "GL_PACK_SKIP_ROWS", "Value of GL_PACK_SKIP_ROWS", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_PACK_SKIP_PIXELS, "GL_PACK_SKIP_PIXELS", "Value of GL_PACK_SKIP_PIXELS", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT", "Value of GL_PACK_ALIGNMENT", "pixel-store", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAP_COLOR, "GL_MAP_COLOR", "True if colors are mapped", "pixel", "glGetBooleanv()"),

      new GLproperty(GL11.GL_MAP_STENCIL, "GL_MAP_STENCIL", "True if stencil values are mapped", "pixel", "glGetBooleanv()"),

      new GLproperty(GL11.GL_INDEX_SHIFT, "GL_INDEX_SHIFT", "Value of GL_INDEX_SHIFT", "pixel", "glGetIntegerv()"),

      new GLproperty(GL11.GL_INDEX_OFFSET, "GL_INDEX_OFFSET", "Value of GL_INDEX_OFFSET", "pixel", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ZOOM_X, "GL_ZOOM_X", "x zoom factor", "pixel", "glGetFloatv()"),

      new GLproperty(GL11.GL_ZOOM_Y, "GL_ZOOM_Y", "y zoom factor", "pixel", "glGetFloatv()"),

      new GLproperty(GL11.GL_READ_BUFFER, "GL_READ_BUFFER", "Read source buffer", "pixel", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ORDER, "GL_ORDER", "1D map order", "capability", "glGetMapiv()"),

      new GLproperty(GL11.GL_ORDER, "GL_ORDER", "2D map orders", "capability", "glGetMapiv()"),

      new GLproperty(GL11.GL_COEFF, "GL_COEFF", "1D control points", "capability", "glGetMapfv()"),

      new GLproperty(GL11.GL_COEFF, "GL_COEFF", "2D control points", "capability", "glGetMapfv()"),

      new GLproperty(GL11.GL_DOMAIN, "GL_DOMAIN", "1D domain endpoints", "capability", "glGetMapfv()"),

      new GLproperty(GL11.GL_DOMAIN, "GL_DOMAIN", "2D domain endpoints", "capability", "glGetMapfv()"),

      new GLproperty(GL11.GL_MAP1_GRID_DOMAIN, "GL_MAP1_GRID_DOMAIN", "1D grid endpoints", "eval", "glGetFloatv()"),

      new GLproperty(GL11.GL_MAP2_GRID_DOMAIN, "GL_MAP2_GRID_DOMAIN", "2D grid endpoints", "eval", "glGetFloatv()"),

      new GLproperty(GL11.GL_MAP1_GRID_SEGMENTS, "GL_MAP1_GRID_SEGMENTS", "1D grid divisions", "eval", "glGetFloatv()"),

      new GLproperty(GL11.GL_MAP2_GRID_SEGMENTS, "GL_MAP2_GRID_SEGMENTS", "2D grid divisions", "eval", "glGetFloatv()"),

      new GLproperty(GL11.GL_AUTO_NORMAL, "GL_AUTO_NORMAL", "True if automatic normal generation enabled", "eval", "glIsEnabled()"),

      new GLproperty(GL11.GL_PERSPECTIVE_CORRECTION_HINT, "GL_PERSPECTIVE_CORRECTION_HINT", "Perspective correction hint", "hint", "glGetIntegerv()"),

      new GLproperty(GL11.GL_POINT_SMOOTH_HINT, "GL_POINT_SMOOTH_HINT", "Point smooth hint", "hint", "glGetIntegerv()"),

      new GLproperty(GL11.GL_LINE_SMOOTH_HINT, "GL_LINE_SMOOTH_HINT", "Line smooth hint", "hint", "glGetIntegerv()"),

      new GLproperty(GL11.GL_POLYGON_SMOOTH_HINT, "GL_POLYGON_SMOOTH_HINT", "Polygon smooth hint", "hint", "glGetIntegerv()"),

      new GLproperty(GL11.GL_FOG_HINT, "GL_FOG_HINT", "Fog hint", "hint", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_LIGHTS, "GL_MAX_LIGHTS", "Maximum number of lights", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_CLIP_PLANES, "GL_MAX_CLIP_PLANES", "Maximum number of user clipping planes", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_MODELVIEW_STACK_DEPTH, "GL_MAX_MODELVIEW_STACK_DEPTH", "Maximum modelview-matrix stack depth", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_PROJECTION_STACK_DEPTH, "GL_MAX_PROJECTION_STACK_DEPTH", "Maximum projection-matrix stack depth", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_TEXTURE_STACK_DEPTH, "GL_MAX_TEXTURE_STACK_DEPTH", "Maximum depth of texture matrix stack", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_SUBPIXEL_BITS, "GL_SUBPIXEL_BITS", "Number of bits of subpixel precision in x and y", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_TEXTURE_SIZE, "GL_MAX_TEXTURE_SIZE", "See discussion in Texture Proxy in Chapter 9", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_PIXEL_MAP_TABLE, "GL_MAX_PIXEL_MAP_TABLE", "Maximum size of a glPixelMap() translation table", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_NAME_STACK_DEPTH, "GL_MAX_NAME_STACK_DEPTH", "Maximum selection-name stack depth", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_LIST_NESTING, "GL_MAX_LIST_NESTING", "Maximum display-list call nesting", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_EVAL_ORDER, "GL_MAX_EVAL_ORDER", "Maximum evaluator polynomial order", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_VIEWPORT_DIMS, "GL_MAX_VIEWPORT_DIMS", "Maximum viewport dimensions", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_ATTRIB_STACK_DEPTH, "GL_MAX_ATTRIB_STACK_DEPTH", "Maximum depth of the attribute stack", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, "GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", "Maximum depth of the client attribute stack", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_AUX_BUFFERS, "GL_AUX_BUFFERS", "Number of auxiliary buffers", "capability", "glGetBooleanv()"),

      new GLproperty(GL11.GL_RGBA_MODE, "GL_RGBA_MODE", "True if color buffers store RGBA", "capability", "glGetBooleanv()"),

      new GLproperty(GL11.GL_INDEX_MODE, "GL_INDEX_MODE", "True if color buffers store indices", "capability", "glGetBooleanv()"),

      new GLproperty(GL11.GL_DOUBLEBUFFER, "GL_DOUBLEBUFFER", "True if front and back buffers exist", "capability", "glGetBooleanv()"),

      new GLproperty(GL11.GL_STEREO, "GL_STEREO", "True if left and right buffers exist", "capability", "glGetBooleanv()"),

      new GLproperty(GL11.GL_POINT_SIZE_RANGE, "GL_POINT_SIZE_RANGE", "Range (low to high) of antialiased point sizes", "capability", "glGetFloatv()"),

      new GLproperty(GL11.GL_POINT_SIZE_GRANULARITY, "GL_POINT_SIZE_GRANULARITY", "Antialiased point-size granularity", "capability", "glGetFloatv()"),

      new GLproperty(GL11.GL_LINE_WIDTH_RANGE, "GL_LINE_WIDTH_RANGE", "Range (low to high) of antialiased line widths", "capability", "glGetFloatv()"),

      new GLproperty(GL11.GL_LINE_WIDTH_GRANULARITY, "GL_LINE_WIDTH_GRANULARITY", "Antialiased line-width granularity", "capability", "glGetFloatv()"),

      new GLproperty(GL11.GL_RED_BITS, "GL_RED_BITS", "Number of bits per red component in color buffers", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_GREEN_BITS, "GL_GREEN_BITS", "Number of bits per green component in color buffers", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_BLUE_BITS, "GL_BLUE_BITS", "Number of bits per blue component in color buffers", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ALPHA_BITS, "GL_ALPHA_BITS", "Number of bits per alpha component in color buffers", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_INDEX_BITS, "GL_INDEX_BITS", "Number of bits per index in color buffers", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_DEPTH_BITS, "GL_DEPTH_BITS", "Number of depth-buffer bitplanes", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_STENCIL_BITS, "GL_STENCIL_BITS", "Number of stencil bitplanes", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ACCUM_RED_BITS, "GL_ACCUM_RED_BITS", "Number of bits per red component in the accumulation buffer", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ACCUM_GREEN_BITS, "GL_ACCUM_GREEN_BITS", "Number of bits per green component in the accumulation buffer", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ACCUM_BLUE_BITS, "GL_ACCUM_BLUE_BITS", "Number of bits per blue component in the accumulation buffer", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ACCUM_ALPHA_BITS, "GL_ACCUM_ALPHA_BITS", "Number of bits per alpha component in the accumulation buffer", "capability", "glGetIntegerv()"),

      new GLproperty(GL11.GL_LIST_BASE, "GL_LIST_BASE", "Setting of glListBase()", "list", "glGetIntegerv()"),

      new GLproperty(GL11.GL_LIST_INDEX, "GL_LIST_INDEX", "Number of display list under construction; 0 if none", "current", "glGetIntegerv()"),

      new GLproperty(GL11.GL_LIST_MODE, "GL_LIST_MODE", "Mode of display list under construction; undefined if none", "current", "glGetIntegerv()"),

      new GLproperty(GL11.GL_ATTRIB_STACK_DEPTH, "GL_ATTRIB_STACK_DEPTH", "Attribute stack pointer", "current", "glGetIntegerv()"),

      new GLproperty(GL11.GL_CLIENT_ATTRIB_STACK_DEPTH, "GL_CLIENT_ATTRIB_STACK_DEPTH", "Client attribute stack pointer", "current", "glGetIntegerv()"),

      new GLproperty(GL11.GL_NAME_STACK_DEPTH, "GL_NAME_STACK_DEPTH", "Name stack depth", "current", "glGetIntegerv()"),

      new GLproperty(GL11.GL_RENDER_MODE, "GL_RENDER_MODE", "glRenderMode() setting", "current", "glGetIntegerv()"),

      new GLproperty(GL11.GL_SELECTION_BUFFER_POINTER, "GL_SELECTION_BUFFER_POINTER", "Pointer to selection buffer", "select", "glGetPointerv()"),

      new GLproperty(GL11.GL_SELECTION_BUFFER_SIZE, "GL_SELECTION_BUFFER_SIZE", "Size of selection buffer", "select", "glGetIntegerv()"),

      new GLproperty(GL11.GL_FEEDBACK_BUFFER_POINTER, "GL_FEEDBACK_BUFFER_POINTER", "Pointer to feedback buffer", "feedback", "glGetPointerv()"),

      new GLproperty(GL11.GL_FEEDBACK_BUFFER_SIZE, "GL_FEEDBACK_BUFFER_SIZE", "Size of feedback buffer", "feedback", "glGetIntegerv()"),

      new GLproperty(GL11.GL_FEEDBACK_BUFFER_TYPE, "GL_FEEDBACK_BUFFER_TYPE", "Type of feedback buffer", "feedback", "glGetIntegerv()"),

  };

 

  public static void dumpOpenGLstate()

  {

  }

 

  public static void dumpAllIsEnabled()

  {

    for (int i = 0; i < instance.propertyList.length; ++i)

    {

      if (instance.propertyList.fetchCommand == "glIsEnabled()")

      {

        System.out.print(instance.propertyList.name + ":");

        System.out.print(GL11.glIsEnabled(instance.propertyList.gLconstant));

        System.out.println(" (" + instance.propertyList.description + ")");

      }

    }

  }

 

  public static void dumpAllType(String type)

  {

    for (int i = 0; i < instance.propertyList.length; ++i)

    {

      if (instance.propertyList.category.equals(type))

      {

        System.out.print(instance.propertyList.name + ":");

        System.out.println(getPropertyAsString(i));

        System.out.println(" (" + instance.propertyList.description + ")");

      }

    }

  }

 

  private static String getPropertyAsString(int propertyListIndex)

  {

    int gLconstant = instance.propertyList[propertyListIndex].gLconstant;

    if (instance.propertyList[propertyListIndex].fetchCommand.equals("glIsEnabled()"))    {

      return "" + GL11.glIsEnabled(gLconstant);

    }

 

    if (instance.propertyList[propertyListIndex].fetchCommand == "glGetBooleanv()")

    {

      ByteBuffer params = BufferUtils.createByteBuffer(16);

 

      GL11.glGetBoolean(gLconstant, params);

      String out = "";

      for (int i = 0; i < params.capacity(); ++i)

      {

        out += (i == 0 ? "" : ", ") + params.get(i);

      }

      return out;

    }

 

    return "";

  }

}[/nobbc]

 

 

 

 

Edit by larsgerrits: fixed the BBCode for you (no italics when trying to do array[nobbc][/nobbc]).

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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