I am trying to accomplish something like this:
sample image
The whole screen will be black, then the insides of the triangle shape are the parts that will only appear.
I tried using SCISSOR but it is rectangle in shape.
*Original Image Source: https://www.html5rocks.com/static/images/screenshots/casestudies/onslaught/controls_tutorial.png
There are a few different ways that you can render a masked image. One possible way is to use the depth buffer. I've written a small method that shows the process of setting up the buffer using a ShapeRenderer to define a triangular region of the image to render and mask out the remainder. The triangle mask could be replaced by any other shape that the ShapeRenderer is capable of rendering.
// For a 2D image use an OrthographicCamera
OrthographicCamera cam = new OrthographicCamera();
ShapeRenderer shapes = new ShapeRenderer();
cam.setToOrtho(true, screenWidth, screenHeight);
shapes.setProjectionMatrix(cam.combined);
private void renderStencilImage(float runTime){
// Clear the buffer
Gdx.gl.glClearDepthf(1.0f);
Gdx.gl.glClear(GL30.GL_DEPTH_BUFFER_BIT);
// Disable writing to frame buffer and
// Set up the depth test
Gdx.gl.glColorMask(false, false, false, false);
Gdx.gl.glDepthFunc(GL20.GL_LESS);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthMask(true);
//Here add your mask shape rendering code i.e. rectangle
//triangle, or other polygonal shape mask
shapes.begin(ShapeRenderer.ShapeType.Filled);
shapes.setColor(1f, 1f, 1f, 0.5f);
shapes.triangle(x1,y1,x2,y2,x3,y3);
shapes.end();
// Enable writing to the FrameBuffer
// and set up the texture to render with the mask
// applied
Gdx.gl.glColorMask(true, true, true, true);
Gdx.gl.glDepthMask(true);
Gdx.gl.glDepthFunc(GL20.GL_EQUAL);
// Here add your texture rendering code
batcher.begin();
renderFrame(runTime);
batcher.end();
// Ensure depth test is disabled so that depth
// testing is not run on other rendering code.
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
}
Before you call the method, you must first create a ShapeRenderer and set the projection matrix. You must also set the depth buffer option in the android config in the onCreate method like this:
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.depth = 15;
initialize(new game(), config);
}
The options for glDepthFunc define how the mask is applied to the texture. Check out the OpenGL wiki to see the arguments that can be passed to the function.