Hello:
In Java, the function glClear() commonly uses an argument like this (the argument is a bitwise OR)
glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
However this argument cannot be used in B4A, since GL10.GL_DEPTH_BUFFER_BIT is an Int. In other words, this is an error in B4A: GL10.glClear(GL10.GL_DEPTH_BUFFER_BIT Or GL10.GL_COLOR_BUFFER_BIT)
My question is: how is this done in B4A?
I see B4A has these members: GL_COLOR_WRITEMASK, and GL_DEPTH_WRITEMASK, and I suspect they might be of the solution I am looking for, but I don´t know.
Thank you.
In Java, the function glClear() commonly uses an argument like this (the argument is a bitwise OR)
glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
However this argument cannot be used in B4A, since GL10.GL_DEPTH_BUFFER_BIT is an Int. In other words, this is an error in B4A: GL10.glClear(GL10.GL_DEPTH_BUFFER_BIT Or GL10.GL_COLOR_BUFFER_BIT)
My question is: how is this done in B4A?
I see B4A has these members: GL_COLOR_WRITEMASK, and GL_DEPTH_WRITEMASK, and I suspect they might be of the solution I am looking for, but I don´t know.
Thank you.
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