Package javax.media.opengl

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


    GL2 gl = context(ctx).getGL().getGL2();

        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.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);

        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);
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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();
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        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);
        gl.glTexCoord2f(texMinU, texMinV); gl.glVertex2f(mapMinX,mapMinY);
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        gl.glEnd();

        // Restore texture Matrix transform
        gl.glPopMatrix();

        gl.glMatrixMode(GL2.GL_MODELVIEW);
        // Restore attributes
        gl.glPopAttrib();

    }
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        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);

        if (isIdentity) {
            gl.glLoadIdentity();
        } else if (gl.isExtensionAvailable("GL_VERSION_1_3")) {
            gl.glLoadTransposeMatrixd(transform, 0);
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                        gl.glTexGenfv(GL2.GL_Q, GL2.GL_OBJECT_PLANE, planeQ, 0);
                    }
                    break;
                case TexCoordGeneration.EYE_LINEAR:

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

                    if (gl.isExtensionAvailable("GL_VERSION_1_3")) {
                        gl.glLoadTransposeMatrixd(vworldToEc, 0);
                    } else {
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    //actualise la camera
    this.repaint(gl);

    gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);

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

    // dessine les cube
    this.render(gl);
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    gl.glViewport(0, 0, width, height);

    // actualise la camera
    repaint(gl);

    gl.glMatrixMode(GL2.GL_MODELVIEW);
    gl.glLoadIdentity();
   
  }// fin reshape

  /* ******** DISPOSE ******** */
 
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    //actualise la camera
    this.repaint(gl);

    gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);

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

    // dessine les cube
    this.render(gl);
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