Example usage for org.lwjgl.opengl GL11 glColor3f

List of usage examples for org.lwjgl.opengl GL11 glColor3f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glColor3f.

Prototype

public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green,
        @NativeType("GLfloat") float blue);

Source Link

Document

Float version of #glColor3b Color3b

Usage

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());
}