List of usage examples for org.lwjgl.opengl GL11 GL_AMBIENT
int GL_AMBIENT
To view the source code for org.lwjgl.opengl GL11 GL_AMBIENT.
Click Source Link
From source file:src.graphics.common.Lighting.java
License:Open Source License
/** Binds this light to the GL11 light register specified (between 0 to 8). *//* w w w . j av a2 s .c o m*/ public void bindLight(int lI) { lI += GL11.GL_LIGHT0; GL11.glEnable(lI); ambBuffer.clear(); ambBuffer.put(ambience).flip(); difBuffer.clear(); difBuffer.put(diffused).flip(); posBuffer.clear(); posBuffer.put(position).flip(); GL11.glLight(lI, GL11.GL_AMBIENT, ambBuffer); GL11.glLight(lI, GL11.GL_DIFFUSE, difBuffer); GL11.glLight(lI, GL11.GL_POSITION, posBuffer); DARK.clear(); DARK.put(new float[4]).flip(); GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, DARK); }
From source file:zildo.fwk.opengl.OpenGLGestion.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do // initProjectionScene(); GL11.glEnable(GL11.GL_CULL_FACE);//w w w. ja v a2 s . c o m ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The // Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One // GL11.glEnable(GL11.GL_LIGHTING); Display.setVSyncEnabled(true); }
From source file:zildo.platform.opengl.LwjglOpenGLGestion.java
License:Open Source License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background GL11.glClearDepth(1.0f); // Depth Buffer Setup GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do // initProjectionScene(); GL11.glEnable(GL11.GL_CULL_FACE);//from ww w. j a v a 2 s . c o m ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse // Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The // Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One // GL11.glEnable(GL11.GL_LIGHTING); Display.setVSyncEnabled(true); }