Package javax.media.opengl

Examples of javax.media.opengl.GL2.glHint()


            gl.glPointSize(scale.floatValue());

        if (!dc.isPickingMode())
        {
            gl.glEnable(GL2.GL_POINT_SMOOTH);
            gl.glHint(GL2.GL_POINT_SMOOTH_HINT, GL2.GL_NICEST);
        }
    }

    /**
     * Sets the color of the placemark's line during rendering.
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        gl.glMatrixMode(GL.GL_TEXTURE);
        gl.glLoadIdentity();
        gl.glPopAttrib();
        gl.glTexEnvfv(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_COLOR, color, 0);
        gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
        gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);

// FIXME: GL_NV_register_combiners
//        if (gl.isExtensionAvailable("GL_NV_register_combiners")) {
//            gl.glDisable(GL.GL_REGISTER_COMBINERS_NV);
//        }
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            float textureBlendColorAlpha,
            int textureFormat) {
        if (VERBOSE) System.err.println("JoglPipeline.updateTextureAttributes()");

    GL2 gl = context(ctx).getGL().getGL2();
        gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT,
                (perspCorrectionMode == TextureAttributes.NICEST) ? GL.GL_NICEST : GL.GL_FASTEST);

        // set OGL texture matrix
        gl.glPushAttrib(GL2.GL_TRANSFORM_BIT);
        gl.glMatrixMode(GL.GL_TEXTURE);
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    gl.glShadeModel(GL2.GL_SMOOTH);              // Enable Smooth Shading
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);     // Black Background
    gl.glClearDepth(1.0f);                       // Depth Buffer Setup
    gl.glEnable(GL2.GL_DEPTH_TEST);              // Enables Depth Testing
    gl.glDepthFunc(GL2.GL_LEQUAL);               // The Type Of Depth Testing To Do
    gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST)// Really Nice Perspective Calculations
    gl.setSwapInterval(1);

    // debut texture
    gl.glEnable(GL2.GL_BLEND);
    gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
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    gl.glShadeModel(GL2.GL_SMOOTH);              // Enable Smooth Shading
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);     // Black Background
    gl.glClearDepth(1.0f);                       // Depth Buffer Setup
    gl.glEnable(GL2.GL_DEPTH_TEST);              // Enables Depth Testing
    gl.glDepthFunc(GL2.GL_LEQUAL);               // The Type Of Depth Testing To Do
    gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST)// Really Nice Perspective Calculations
    gl.setSwapInterval(1);
  }


  // lecture du fichier texte
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  }
  private void applyPolygonAntialiasing() {
    GL2 gl = drawable.getGL().getGL2();
    // !! Enabling this causes problems on most GFX Cards (though not on my FireGL)
    gl.glDisable(GL2.GL_POLYGON_SMOOTH);
    gl.glHint(GL2.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST);
  }
  private void applyPointAntialiasing() {
    GL2 gl = drawable.getGL().getGL2();
    gl.glEnable(GL2.GL_POINT_SMOOTH);
    gl.glHint(GL2.GL_POINT_SMOOTH_HINT, GL.GL_NICEST);
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    gl.glHint(GL2.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST);
  }
  private void applyPointAntialiasing() {
    GL2 gl = drawable.getGL().getGL2();
    gl.glEnable(GL2.GL_POINT_SMOOTH);
    gl.glHint(GL2.GL_POINT_SMOOTH_HINT, GL.GL_NICEST);
  }
 
  public void setLineAntialiasing(boolean enabled) {
    endPrimitivesKeepImage();
    lineAntialiasing = enabled;
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    if(lineAntialiasing) {
      gl.glEnable(GL.GL_LINE_SMOOTH);
    } else {
      gl.glDisable(GL.GL_LINE_SMOOTH);
    }
    gl.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST);
}
 
  // ==================== Drawing State ====================
  public void endFrame() {
    endPrimitives()
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    this.glu = GLU.createGLU();
    gl.glClearColor(0x00 / 255f, 0x7d / 255f, 0xdf / 255f, 0f);
    gl.glClearDepthf(1.0f);
    gl.glEnable(GL.GL_DEPTH_TEST);
    gl.glDepthFunc(GL.GL_LEQUAL);
    gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);

    this.chunkRenderer.init(drawable, gl);
    this.overlay.init(drawable);

  }
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    GL2 gl = delegate.getGL();
   
    // Depth Testing
    gl.glDisable(GL.GL_DEPTH_TEST);
   
      gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
     
      // Lighting, Coloring
      gl.glEnable(GL2.GL_LIGHTING);
    gl.glEnable(GL.GL_BLEND);
      gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
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