Package javax.media.opengl

Examples of javax.media.opengl.GL.glEnable()


        // there is no need to disable 3D Texture here.
        if (!enable) {
            gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);
        } else {
            gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP, objectId);
            gl.glEnable(GL.GL_TEXTURE_CUBE_MAP);
        }
    }

    @Override
    void updateTextureCubeMapImage(Context ctx,
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        NEModelManager.gl = gl;
        //-----------------------------------------SetUp OGL-----------------------------------------------//
        //gl.glShadeModel(GL.GL_SMOOTH);              // Enable Smooth Shading
        gl.glClearColor(0, 0, 0, 1);    // Black Background
        gl.glClearDepth(1.0f);                      // Depth Buffer Setup
        gl.glEnable(GL.GL_DEPTH_TEST);              // Enables Depth Testing
        gl.glDepthFunc(GL.GL_LEQUAL);                // The Type Of Depth Testing To Do
       
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST)// Really Nice Perspective Calculations
        gl.glEnable(GL.GL_TEXTURE_2D);
        //gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
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        gl.glClearDepth(1.0f);                      // Depth Buffer Setup
        gl.glEnable(GL.GL_DEPTH_TEST);              // Enables Depth Testing
        gl.glDepthFunc(GL.GL_LEQUAL);                // The Type Of Depth Testing To Do
       
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST)// Really Nice Perspective Calculations
        gl.glEnable(GL.GL_TEXTURE_2D);
        //gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);

    gl.glEnable(GL.GL_BLEND);
    gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); // Korrektes Blending
   
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        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST)// Really Nice Perspective Calculations
        gl.glEnable(GL.GL_TEXTURE_2D);
        //gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);

    gl.glEnable(GL.GL_BLEND);
    gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); // Korrektes Blending
   
   
    // Set up lighting
   
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    if(LightEnabled){     
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, this.lightAmbient, 0);
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, this.lightDiffuse, 0);
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, this.lightPosition, 0);
          gl.glEnable(GL.GL_LIGHT1);
          gl.glEnable(GL.GL_LIGHTING);
    }
       
        //-----------------------------------------SetUp OGL-----------------------------------------------//
       
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    if(LightEnabled){     
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, this.lightAmbient, 0);
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, this.lightDiffuse, 0);
          gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, this.lightPosition, 0);
          gl.glEnable(GL.GL_LIGHT1);
          gl.glEnable(GL.GL_LIGHTING);
    }
       
        //-----------------------------------------SetUp OGL-----------------------------------------------//
       
    // Models vorladen und compelieren   
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    gl.glLoadIdentity();                      //Reset the view
    gl.glTranslatef(0.0f, -2.0f, zOffset);              //Translate the scene backwards   
   
    gl.glPolygonMode(GL.GL_FRONT_AND_BACK, render_mode);
    gl.glCullFace(GL.GL_FRONT);
    gl.glEnable(GL.GL_CULL_FACE);/**/
   
        gl.glRotatef(xRot, 1f, 0f, 0f);
        gl.glRotatef(yRot, 0f, 1f, 0f);
        gl.glRotatef(zRot, 0f, 0f, 1f);

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    final GL gl = glDrawable.getGL();
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    gl.glClearDepth(1.0);                  //Enable Clearing of the Depth buffer
    gl.glDepthFunc(GL.GL_LEQUAL);              //Type of Depth test
    gl.glEnable(GL.GL_DEPTH_TEST);              //Enable Depth Testing

    gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);

    // light
      gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, lightAmbient, 0);
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      gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, lightDiffuse, 0);
      //Light position
      gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightPosition, 0);
     
      //Enable the first light and the lighting mode
      gl.glEnable(GL.GL_LIGHT0);
      gl.glEnable(GL.GL_LIGHTING);
       
      // material
        gl.glEnable(GL.GL_COLOR_MATERIAL)// Enable Color Material
    gl.glEnable(GL.GL_ALPHA);
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      //Light position
      gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightPosition, 0);
     
      //Enable the first light and the lighting mode
      gl.glEnable(GL.GL_LIGHT0);
      gl.glEnable(GL.GL_LIGHTING);
       
      // material
        gl.glEnable(GL.GL_COLOR_MATERIAL)// Enable Color Material
    gl.glEnable(GL.GL_ALPHA);
        // shading
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