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} else if (hearts[i] == .5){ tex = half; } else { tex = empty; } tex.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3d(0, 0, 1); GL11.glTexCoord2d(0.0, 0.0); GL11.glVertex3d(x + heartWidth*i, y, zIndex); GL11.glTexCoord2d(1.0, 0.0);
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LSR.end(); if (t == null) { TextureImpl.bindNone(); } else { t.bind(); } } /** * Draw the outline of the given shape. Only the vertices are set.
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GL.glEnd(); if (t == null) { TextureImpl.bindNone(); } else { t.bind(); } } /** * Check there are enough points to fill
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}); if (t == null) { TextureImpl.bindNone(); } else { t.bind(); } } /** * Draw the the given shape filled in. Only the vertices are set.
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float points[] = shape.getPoints(); if (t == null) { TextureImpl.bindNone(); } else { t.bind(); } } /** * Draw the the given shape filled in with a texture. Only the vertices are set.
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}); if (t == null) { TextureImpl.bindNone(); } else { t.bind(); } } /**
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}); if (t == null) { TextureImpl.bindNone(); } else { t.bind(); } } /** * Draw the the given shape filled in with a texture. Only the vertices are set. * The colour has to be set independently of this method.
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}); if (t == null) { TextureImpl.bindNone(); } else { t.bind(); } } /** * Description of some feature that will be applied to each point render
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@Override protected void performGLOperations() throws SlickException{ //Bind Texture Texture tex = img.getTexture(); //get Texture ref from Image tex.bind(); //binds the texture GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glFrustum(-1.0, 1, -1.0, 1.0, 5, 100); GL11.glMatrixMode(GL11.GL_MODELVIEW);