List of usage examples for org.lwjgl.opengl GL11 glColor3f
public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue);
From source file:fr.theshark34.sharkengine.ui.components.Image.java
License:Apache License
/** * Draw it/*www. j a va2s .co m*/ */ @Override public void draw() { // Without this, image can render strangely GL11.glColor3f(1.0F, 1.0F, 1.0F); // Enabling blend and texture GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); // Drawing the image GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2f(x, y); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2f(x + width, y); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2f(x + width, y + height); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2f(x, y + height); } GL11.glEnd(); // Disabling blend and texture GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
From source file:game.level.entities.furniture.Pillar.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glBegin(GL11.GL_QUADS);/*w w w. j a v a 2 s . c om*/ // BOTTOM OF PILLAR GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.5f, -0.5f, 0f); GL11.glVertex3f(0.5f, -0.5f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(0.5f, -0.5f, 0f); GL11.glVertex3f(0.5f, 0.5f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(0.5f, 0.5f, 0f); GL11.glVertex3f(-0.5f, 0.5f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.5f, 0.5f, 0f); GL11.glVertex3f(-0.5f, -0.5f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.3f, -0.3f, 0f); GL11.glVertex3f(0.3f, -0.3f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.3f, -0.3f, -4.5f); GL11.glVertex3f(-0.3f, -0.3f, -4.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(0.3f, -0.3f, 0f); GL11.glVertex3f(0.3f, 0.3f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.3f, 0.3f, -4.5f); GL11.glVertex3f(0.3f, -0.3f, -4.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(0.3f, 0.3f, 0f); GL11.glVertex3f(-0.3f, 0.3f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(-0.3f, 0.3f, -4.5f); GL11.glVertex3f(0.3f, 0.3f, -4.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.3f, 0.3f, 0f); GL11.glVertex3f(-0.3f, -0.3f, 0f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(-0.3f, -0.3f, -4.5f); GL11.glVertex3f(-0.3f, 0.3f, -4.5f); GL11.glColor3f(0.4f, 0.4f, 0.4f); GL11.glVertex3f(-0.3f, -0.3f, -4.5f); GL11.glVertex3f(0.3f, -0.3f, -4.5f); GL11.glVertex3f(0.3f, 0.3f, -4.5f); GL11.glVertex3f(-0.3f, 0.3f, -4.5f); // TOP OF PILLAR GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.5f, -0.5f, -4.5f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.5f, -0.5f, -4.5f); GL11.glVertex3f(0.5f, 0.5f, -4.5f); GL11.glVertex3f(-0.5f, 0.5f, -4.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.5f, -0.5f, -4f); GL11.glVertex3f(0.5f, -0.5f, -4f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.5f, -0.5f, -4.5f); GL11.glVertex3f(-0.5f, -0.5f, -4.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(0.5f, -0.5f, -4f); GL11.glVertex3f(0.5f, 0.5f, -4f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(0.5f, 0.5f, -4.5f); GL11.glVertex3f(0.5f, -0.5f, -4.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(0.5f, 0.5f, -4f); GL11.glVertex3f(-0.5f, 0.5f, -4f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(-0.5f, 0.5f, -4.5f); GL11.glVertex3f(0.5f, 0.5f, -4.5f); GL11.glColor3f(0.8f, 0.8f, 0.8f); GL11.glVertex3f(-0.5f, 0.5f, -4f); GL11.glVertex3f(-0.5f, -0.5f, -4f); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(-0.5f, -0.5f, -4.5f); GL11.glVertex3f(-0.5f, 0.5f, -4.5f); GL11.glEnd(); }
From source file:game.level.entities.furniture.Portal.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(YawRotation, 0, 0, 1); GL11.glBegin(GL11.GL_LINE_LOOP);//from w ww. ja v a 2 s . co m if (Direction > 0) { GL11.glColor3f(139f / 256f, 34f / 256f, 82f / 256f); } else { GL11.glColor3f(224f / 256f, 102f / 256f, 255f / 256f); } GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, 0f); GL11.glVertex3f(0.5f, -0.5f, 0f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(0.5f, -0.5f, 0f); GL11.glVertex3f(0.5f, 0.5f, 0f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glVertex3f(0.5f, 0.5f, 0f); GL11.glVertex3f(-0.5f, 0.5f, 0f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glVertex3f(-0.5f, 0.5f, 0f); GL11.glVertex3f(-0.5f, -0.5f, 0f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glVertex3f(-0.3f, -0.3f, 0f); GL11.glVertex3f(0.3f, -0.3f, 0f); GL11.glVertex3f(0.3f, -0.3f, -4.5f); GL11.glVertex3f(-0.3f, -0.3f, -4.5f); GL11.glVertex3f(0.3f, -0.3f, 0f); GL11.glVertex3f(0.3f, 0.3f, 0f); GL11.glVertex3f(0.3f, 0.3f, -4.5f); GL11.glVertex3f(0.3f, -0.3f, -4.5f); GL11.glVertex3f(0.3f, 0.3f, 0f); GL11.glVertex3f(-0.3f, 0.3f, 0f); GL11.glVertex3f(-0.3f, 0.3f, -4.5f); GL11.glVertex3f(0.3f, 0.3f, -4.5f); GL11.glVertex3f(-0.3f, 0.3f, 0f); GL11.glVertex3f(-0.3f, -0.3f, 0f); GL11.glVertex3f(-0.3f, -0.3f, -4.5f); GL11.glVertex3f(-0.3f, 0.3f, -4.5f); GL11.glVertex3f(-0.3f, -0.3f, -4.5f); GL11.glVertex3f(0.3f, -0.3f, -4.5f); GL11.glVertex3f(0.3f, 0.3f, -4.5f); GL11.glVertex3f(-0.3f, 0.3f, -4.5f); // TOP OF PILLAR GL11.glVertex3f(-0.5f, -0.5f, -4.5f); GL11.glVertex3f(0.5f, -0.5f, -4.5f); GL11.glVertex3f(0.5f, 0.5f, -4.5f); GL11.glVertex3f(-0.5f, 0.5f, -4.5f); GL11.glVertex3f(-0.5f, -0.5f, -4f); GL11.glVertex3f(0.5f, -0.5f, -4f); GL11.glVertex3f(0.5f, -0.5f, -4.5f); GL11.glVertex3f(-0.5f, -0.5f, -4.5f); GL11.glVertex3f(0.5f, -0.5f, -4f); GL11.glVertex3f(0.5f, 0.5f, -4f); GL11.glVertex3f(0.5f, 0.5f, -4.5f); GL11.glVertex3f(0.5f, -0.5f, -4.5f); GL11.glVertex3f(0.5f, 0.5f, -4f); GL11.glVertex3f(-0.5f, 0.5f, -4f); GL11.glVertex3f(-0.5f, 0.5f, -4.5f); GL11.glVertex3f(0.5f, 0.5f, -4.5f); GL11.glVertex3f(-0.5f, 0.5f, -4f); GL11.glVertex3f(-0.5f, -0.5f, -4f); GL11.glVertex3f(-0.5f, -0.5f, -4.5f); GL11.glVertex3f(-0.5f, 0.5f, -4.5f); GL11.glEnd(); GL11.glRotatef(-YawRotation, 0, 0, 1); YawRotation += 12; }
From source file:game.level.entities.mobs.enemies.Lich.java
License:Open Source License
private void RenderCrystal(int i, int j) { GL11.glTranslated(Math.cos((YawRotate + j) / 180 * Math.PI) * i, Math.sin((YawRotate + j) / 180f * Math.PI) * i, 0); GL11.glRotatef(YawRotate, 0, 0, 1);/*from w ww. ja v a 2 s . co m*/ GL11.glBegin(GL11.GL_TRIANGLES); GL11.glColor3f(0, 0, 1); GL11.glVertex3f(+0.1f, -0.1f, -0.1f); GL11.glVertex3f(-0.1f, -0.1f, -0.1f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(0, 0, 1); GL11.glVertex3f(-0.1f, -0.1f, -0.1f); GL11.glVertex3f(0, +0.1f, -0.1f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(0, 0, 1); GL11.glVertex3f(0, +0.1f, -0.1f); GL11.glVertex3f(+0.1f, -0.1f, -0.1f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glEnd(); GL11.glRotatef(-YawRotate, 0, 0, 1); GL11.glTranslated(-Math.cos((YawRotate + j) / 180 * Math.PI) * i, -Math.sin((YawRotate + j) / 180f * Math.PI) * i, 0); YawRotate += 8; }
From source file:game.level.entities.mobs.Mob.java
License:Open Source License
public void RenderHealthBar() { GL11.glDisable(GL11.GL_TEXTURE_2D);//from w ww. ja va 2s . c om float HealthPercent = Statistics.GetHealthPercent() / 100; GL11.glColor3f(1, 0, 0); GL11.glVertex3f(-0.3f * HealthPercent, -0.1f, -3.1f); GL11.glVertex3f(0.3f * HealthPercent, -0.1f, -3.1f); GL11.glVertex3f(0.3f * HealthPercent, 0.1f, -3.1f); GL11.glVertex3f(-0.3f * HealthPercent, 0.1f, -3.1f); }
From source file:game.level.entities.mobs.Player.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(Facing * 90f, 0f, 0f, 1f); GL11.glEnable(GL11.GL_TEXTURE_2D);/* www. jav a 2 s. c o m*/ Color.white.bind(); MobArt.Player.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-0.3f, -0.3f, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(0.3f, -0.3f, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(0.3f, 0.3f, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-0.3f, 0.3f, 0); // Topwards side // Top right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(18 / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(18f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_HEIGHT); // Rightwards side // Top right GL11.glTexCoord2f(64f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom Right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, -PLAYER_HEIGHT); // Front // Bottom left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Top right GL11.glTexCoord2f(18f / 64f, 0); GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0.3f, 0.3f, -PLAYER_HEIGHT); // Leftwards Side // Top right GL11.glTexCoord2f(64f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT); // TOP // Top right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, -0.3f, -PLAYER_HEIGHT); // Bottom left GL11.glTexCoord2f(0, 64f / 64f); GL11.glVertex3f(0.3f, 0.3f, -PLAYER_HEIGHT); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 64f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); // HEAD GL11.glColor3f(255f / 255f, 187f / 255f, 255f / 255f); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); RenderHealthBar(); GL11.glEnd(); GL11.glRotatef(Facing * -90f, 0f, 0f, 1f); }
From source file:game.level.entities.pickup.EquipDrop.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(YawRotate, 0, 0, 1);//ww w. java 2 s . c o m GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(+0.3f, -0.3f, -0.5f); GL11.glVertex3f(-0.3f, -0.3f, -0.5f); GL11.glVertex3f(-0.3f, 0.3f, -0.5f); GL11.glVertex3f(0.3f, 0.3f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(+0.2f, -0.2f, -1f); GL11.glVertex3f(-0.2f, -0.2f, -1f); GL11.glVertex3f(-0.2f, 0.2f, -1f); GL11.glVertex3f(0.2f, 0.2f, -1f); GL11.glEnd(); GL11.glRotatef(-YawRotate, 0, 0, 1); YawRotate++; }
From source file:game.level.entities.pickup.Experience.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(YawRotate, 0, 0, 1);/*from ww w .jav a 2s.c o m*/ GL11.glRotatef(-YawRotate, 0, 1, 0); GL11.glRotatef(YawRotate, 1, 0, 0); GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(0, 0.5f, -0.5f); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(0, +0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(0, +0.5f, -0.5f); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glEnd(); GL11.glRotatef(-YawRotate, 1, 0, 0); GL11.glRotatef(YawRotate, 0, 1, 0); GL11.glRotatef(-YawRotate, 0, 0, 1); YawRotate++; }
From source file:game.level.entities.pickup.Health.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(YawRotate, 0, 0, 1);//from w w w . j a v a 2 s . c om GL11.glBegin(GL11.GL_TRIANGLES); GL11.glColor3f(1, 0, 0); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(1, 0, 0); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(0, +0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(1, 0, 0); GL11.glVertex3f(0, +0.5f, -0.5f); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glEnd(); GL11.glRotatef(-YawRotate, 0, 0, 1); YawRotate++; }
From source file:game.level.map.TileDefinition.java
License:Open Source License
/** * @return the basicFloorColors/* w w w . ja va 2 s. c o m*/ */ private static void setBasicFloorColor(int i) { Colour c = BasicFloorColors[Math.abs(i) - floorOffset]; GL11.glColor3f(c.getR(), c.getG(), c.getB()); }