Package javax.media.opengl

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


        y += offset.y;

        GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glLoadIdentity();

        Double labelScale = this.getActiveAttributes().getLabelScale();
        if (labelScale != null)
        {
            gl.glTranslatef(x, y, 0); // Assumes matrix mode is MODELVIEW
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  @Override
  public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3, int arg4) {
    GL2 gl2 = arg0.getGL().getGL2();

    gl2.glMatrixMode(GL2.GL_PROJECTION);
    gl2.glLoadIdentity();

    // coordinate system origin at lower left with width and height same as the window
    GLU glu = new GLU();
    glu.gluOrtho2D(0.0f, getWidth(), 0.0f, getHeight());
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    // coordinate system origin at lower left with width and height same as the window
    GLU glu = new GLU();
    glu.gluOrtho2D(0.0f, getWidth(), 0.0f, getHeight());

    gl2.glMatrixMode(GL2.GL_MODELVIEW);
    gl2.glLoadIdentity();

    gl2.glViewport(0, 0, getWidth(), getHeight());

    controller.updateExtents(arg3 / 2, arg4 / 2);
  }
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        gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);

        // load identity modelview and projection matrix
        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glPushMatrix();
        gl.glLoadIdentity();
        gl.glMatrixMode(GL2.GL_PROJECTION);
        gl.glPushMatrix();
        gl.glLoadIdentity();
        gl.glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
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        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glPushMatrix();
        gl.glLoadIdentity();
        gl.glMatrixMode(GL2.GL_PROJECTION);
        gl.glPushMatrix();
        gl.glLoadIdentity();
        gl.glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);

        gl.glBegin(GL2.GL_QUADS);
        gl.glTexCoord2f(texMinU, texMinV); gl.glVertex3f(mapMinX,mapMinY, mapZ);
        gl.glTexCoord2f(texMaxU, texMinV); gl.glVertex3f(mapMaxX,mapMinY, mapZ);
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        gl.glEnable(GL.GL_TEXTURE_2D);

        // loaded identity modelview and projection matrix
        gl.glMatrixMode(GL2.GL_PROJECTION);
        gl.glLoadIdentity();

        gl.glOrtho(0.0, winWidth, 0.0, winHeight, 0.0, 0.0);

        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glLoadIdentity();
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        gl.glLoadIdentity();

        gl.glOrtho(0.0, winWidth, 0.0, winHeight, 0.0, 0.0);

        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glLoadIdentity();

        if (gl.isExtensionAvailable("GL_EXT_abgr")) {
            glType = GL2.GL_ABGR_EXT;
        } else {
            switch (format) {
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        float[] color = new float[4];

        gl.glPushAttrib(GL2.GL_TRANSFORM_BIT);
        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);
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        gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);

        // load identity modelview and projection matrix
        gl.glMatrixMode(GL2.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glLoadIdentity();
        gl.glMatrixMode(GL.GL_TEXTURE);
        gl.glPushMatrix();
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        // load identity modelview and projection matrix
        gl.glMatrixMode(GL2.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glLoadIdentity();
        gl.glMatrixMode(GL.GL_TEXTURE);
        gl.glPushMatrix();
        gl.glLoadIdentity();

        gl.glBegin(GL2.GL_QUADS);
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