List of usage examples for org.lwjgl.opengl GL11 glEnd
public static native void glEnd();
From source file:net.BiggerOnTheInside.Binder.engine.BlockRenderer.java
License:Open Source License
public static void renderWireframeBlock(Block b, float x, float y, float z) { GL11.glTranslatef(x * 2f, y * 2f, z * 2f); GL11.glBegin(GL11.GL_LINE_LOOP);/* w ww . j av a2s.c o m*/ GL11.glColor3f(0.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 0.5f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glColor3f(0.0f, 0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glEnd(); GL11.glTranslatef(0f, 0f, 0f); }
From source file:net.BiggerOnTheInside.Binder.engine.world.World.java
License:Open Source License
private void Render() { // GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); //GL11.glLoadIdentity(); GL11.glTranslatef(0f, 0.0f, -7f);//www. j ava 2 s .co m // GL11.glRotatef(45f,0.0f,1.0f,0.0f); GL11.glColor3f(0.5f, 0.5f, 1.0f); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glColor3f(1.0f, 0.5f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glColor3f(0.0f, 0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, -1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glEnd(); GL11.glTranslatef(0, 0, 0); }
From source file:net.bryanbergen.lwjgl.test.Main.java
public static void main(String... args) { Dimension d = new Dimension(0, 0, 960, 600); Window.Builder builder = new Window.Builder(d); builder.setTitle("Test Window"); builder.setFullscreen(false);//from ww w. j a v a2 s . c o m builder.setResizable(true); builder.setVisible(true); builder.setVsync(true); builder.setBackground(Color.BLUE); Window window = builder.build(); window.addKeyListener(new KeyAdapter() { @Override public void KeyPressed(KeyEvent event) { if (event.getKeycode() == KeyCode.KEY_ESCAPE) { window.close(); } } }); window.addKeyListener(new ColorSwapper()); window.addMouseListener(new ColorClicker(window)); while (!window.shouldClose()) { window.clear(); // immediate mode for testing only GL11.glColor3f((float) color.getRed(), (float) color.getGreen(), (float) color.getBlue()); GL11.glBegin(GL_QUADS); GL11.glVertex2f(-.5f, -.5f); GL11.glVertex2f(-.5f, .5f); GL11.glVertex2f(.5f, .5f); GL11.glVertex2f(.5f, -.5f); GL11.glEnd(); window.update(); } window.dispose(); }
From source file:net.jamcraft.chowtime.core.renders.TileEntityFermenterRenderer.java
License:Open Source License
@Override public void renderTileEntityAt(TileEntity var1, double x, double y, double z, float var8) { GL11.glBegin(GL11.GL_QUADS);//from w ww . j av a 2s . co m GL11.glVertex3d(x, y, z); GL11.glVertex3d(x + 1D, y, z); GL11.glVertex3d(x + 1D, y + 1D, z); GL11.glVertex3d(x, y + 1D, z); GL11.glEnd(); }
From source file:net.kubin.blocks.DefaultBlockBrush.java
License:Apache License
/** * This display lists draws the whole cube at once. This isn't used anywhere. I guess I will delete this code soon. *//* ww w. j a v a2 s.c o m*/ public void generateDisplayList() { displayList = glGenLists(1); glNewList(displayList, GL_COMPILE); glBegin(GL_QUADS); // TOP glSetColor(colors[Side.TOP.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x(), calcTextureOffsetFor(Side.TOP).y()); GL11.glVertex3f(-0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x() + 0.0624f, calcTextureOffsetFor(Side.TOP).y()); GL11.glVertex3f(0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x() + 0.0624f, calcTextureOffsetFor(Side.TOP).y() + 0.0624f); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.TOP).x(), calcTextureOffsetFor(Side.TOP).y() + 0.0624f); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); // LEFT glSetColor(colors[Side.LEFT.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x(), calcTextureOffsetFor(Side.LEFT).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x() + 0.0624f, calcTextureOffsetFor(Side.LEFT).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x() + 0.0624f, calcTextureOffsetFor(Side.LEFT).y()); GL11.glVertex3f(-0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.LEFT).x(), calcTextureOffsetFor(Side.LEFT).y()); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); // BACK glSetColor(colors[Side.BACK.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x(), calcTextureOffsetFor(Side.BACK).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x() + 0.0624f, calcTextureOffsetFor(Side.BACK).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x() + 0.0624f, calcTextureOffsetFor(Side.BACK).y()); GL11.glVertex3f(0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BACK).x(), calcTextureOffsetFor(Side.BACK).y()); GL11.glVertex3f(-0.5f, 0.5f, 0.5f); // RIGHT glSetColor(colors[Side.RIGHT.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x(), calcTextureOffsetFor(Side.RIGHT).y()); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x() + 0.0624f, calcTextureOffsetFor(Side.RIGHT).y()); GL11.glVertex3f(0.5f, 0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x() + 0.0624f, calcTextureOffsetFor(Side.RIGHT).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.RIGHT).x(), calcTextureOffsetFor(Side.RIGHT).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); // FRONT glSetColor(colors[Side.FRONT.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x(), calcTextureOffsetFor(Side.FRONT).y()); GL11.glVertex3f(-0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x() + 0.0624f, calcTextureOffsetFor(Side.FRONT).y()); GL11.glVertex3f(0.5f, 0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x() + 0.0624f, calcTextureOffsetFor(Side.FRONT).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.FRONT).x(), calcTextureOffsetFor(Side.FRONT).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); // BOTTOM glSetColor(colors[Side.BOTTOM.ordinal()], 1.0f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x(), calcTextureOffsetFor(Side.BOTTOM).y()); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x() + 0.0624f, calcTextureOffsetFor(Side.BOTTOM).y()); GL11.glVertex3f(0.5f, -0.5f, -0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x() + 0.0624f, calcTextureOffsetFor(Side.BOTTOM).y() + 0.0624f); GL11.glVertex3f(0.5f, -0.5f, 0.5f); GL11.glTexCoord2f(calcTextureOffsetFor(Side.BOTTOM).x(), calcTextureOffsetFor(Side.BOTTOM).y() + 0.0624f); GL11.glVertex3f(-0.5f, -0.5f, 0.5f); GL11.glEnd(); glEndList(); }
From source file:net.kubin.rendering.GLFont.java
License:Apache License
/** * Build the character set display list from the given texture. Creates one * quad for each character, with one letter textured onto each quad. Assumes * the texture is a 256x256 image containing every character of the charset * arranged in a 16x16 grid. Each character is 16x16 pixels. Call * destroyFont() to release the display list memory. * * Should be in ORTHO (2D) mode to render text (see setOrtho()). * * Special thanks to NeHe and Giuseppe D'Agata for the "2D Texture Font" * tutorial (http://nehe.gamedev.net)./*from w w w.j a va 2 s . c o m*/ * * @param charSetImage * texture image containing 100 characters in a 10x10 grid * @param fontWidth * how many pixels to allow per character on screen * * @see destroyFont() */ public void buildFont(int fontTxtrHandle, int textureSize, int fontSize) { int unitSize = fontSize; // pixel size of one block in 10x10 grid float usize = (float) unitSize / (float) (textureSize); // UV size of // one block in // grid float chU, chV; // character UV position // Create 100 Display Lists fontListBase = GL11.glGenLists(100); // make a quad for each character in texture for (int i = 0; i < 100; i++) { int x = (i % 10); // column int y = (i / 10); // row // make character UV coordinate // the character V position is tricky because we have to invert the // V coord // (char # 0 is at top of texture image, but V 0 is at bottom) chU = (float) (x * unitSize) / (float) textureSize; chV = (float) (y * unitSize) / (float) textureSize; // chV = (float) (textureSize - (y * unitSize) - unitSize) / (float) // textureSize; GL11.glNewList(fontListBase + i, GL11.GL_COMPILE); // start display // list { GL11.glBegin(GL11.GL_QUADS); // Make A unitSize square quad { GL11.glTexCoord2f(chU, chV); // Texture Coord (Bottom Left) GL11.glVertex2i(0, unitSize); GL11.glTexCoord2f(chU + usize, chV); // Texture Coord // (Bottom Right) GL11.glVertex2i(unitSize, unitSize); GL11.glTexCoord2f(chU + usize, chV + usize); // Texture // Coord // (Top // Right) GL11.glVertex2i(unitSize, 0); GL11.glTexCoord2f(chU, chV + usize); // Texture Coord (Top // Left) GL11.glVertex2i(0, 0); } GL11.glEnd(); GL11.glTranslatef(charwidths[i], 0, 0); // shift right the width // of the character } GL11.glEndList(); // done display list } }
From source file:net.kubin.world.Sky.java
License:Apache License
private void drawShpere(float x, float y, float z) { GL11.glPushMatrix();/*from w ww . j a va 2s . c o m*/ GL11.glTranslatef(x, y, z); GL11.glColor3f(_color.x(), _color.y(), _color.z()); if (_sphereCallList == 0) { _sphereCallList = GL11.glGenLists(1); GL11.glNewList(_sphereCallList, GL11.GL_COMPILE_AND_EXECUTE); GL11.glBegin(GL11.GL_TRIANGLE_FAN); GL11.glVertex3f(0, 0, 0); for (int i = 0; i <= _vertices; ++i) { float angle = MathHelper.f_2PI / _vertices * i; float xx = MathHelper.cos(angle) * _radius; float zz = MathHelper.sin(angle) * _radius; GL11.glVertex3f(xx, -_bend, zz); } GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(_sphereCallList); } GL11.glPopMatrix(); }
From source file:net.kubin.world.Sky.java
License:Apache License
private void drawClouds(float x, float y, float z) { GL11.glPushMatrix();/*from ww w. ja va 2 s. c o m*/ GL11.glTranslatef(x, y, z); if (_cloudsCallList == 0) { _cloudsCallList = GL11.glGenLists(1); GL11.glNewList(_cloudsCallList, GL11.GL_COMPILE_AND_EXECUTE); float hw = _cloudsTexWidth / 2.0f; float hh = _cloudsTexHeight / 2.0f; hw *= _cloudsScale; hh *= _cloudsScale; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-hw, 0, -hh); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(+hw, 0, -hh); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(+hw, 0, +hh); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(-hw, 0, +hh); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(_cloudsCallList); } GL11.glPopMatrix(); }
From source file:net.kubin.world.World.java
License:Apache License
private void renderOverlay() { Configuration conf = Kubin.getConfiguration(); Game.getInstance().initOverlayRendering(); GL11.glColor3f(1, 1, 1);// w ww .j a v a2s.co m if (Game.RENDER_INFORMATION_OVERLAY) { GLFont infoFont = FontStorage.getFont("Monospaced_20"); /* Down Left Info */ infoFont.print(4, 30, _player.coordinatesToString()); infoFont.print(4, 45, "Visible Chunks: " + _visibleChunks.size()); infoFont.print(4, 60, "Updading Blocks: " + _updatingBlocks); infoFont.print(4, 75, "Total Chunks in RAM: " + _chunkManager.getTotalChunkCount()); infoFont.print(4, 90, "Local Chunks: " + _localChunks.size()); infoFont.print(4, 105, "Total Local Blocks: " + _localBlockCount); infoFont.print(4, 120, "Time: " + _time); infoFont.print(4, 135, "Sunlight: " + _sunlight); } /** RENDER **/ if (_activatedInventory != null) { Game.getInstance().renderTransculentOverlayLayer(); _activatedInventory.renderInventory(); } else { int width = conf.getWidth(); int height = conf.getHeight(); // Center Cross GL11.glDisable(GL11.GL_TEXTURE_2D); if (CENTER_CROSS_CALL_LIST == 0) { CENTER_CROSS_CALL_LIST = GL11.glGenLists(1); GL11.glNewList(CENTER_CROSS_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE); int crossSize = 7; int crossHole = 4; GL11.glLineWidth(2.5f); GL11.glColor3f(255, 255, 255); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(width / 2f - crossSize - crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f - crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f + crossSize + crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f + crossHole, height / 2f, 0); GL11.glVertex3f(width / 2f, height / 2f - crossSize - crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f - crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f + crossSize + crossHole, 0); GL11.glVertex3f(width / 2f, height / 2f + crossHole, 0); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(CENTER_CROSS_CALL_LIST); } GL11.glEnable(GL11.GL_TEXTURE_2D); // Inventory bar GL11.glPushMatrix(); Texture texGui = TextureStorage.getTexture("gui.gui"); texGui.bind(); float tileSize = 20.0f / texGui.getImageWidth(); if (INVENTORY_BAR_CALL_LIST == 0) { INVENTORY_BAR_CALL_LIST = GL11.glGenLists(2); /* Bar */ GL11.glNewList(INVENTORY_BAR_CALL_LIST, GL11.GL_COMPILE_AND_EXECUTE); GL11.glTranslatef(width / 2.0f - 9 * 20, 0, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 40); GL11.glTexCoord2f(tileSize * 9, 0); GL11.glVertex2f(9 * 40, 40); GL11.glTexCoord2f(tileSize * 9, tileSize); GL11.glVertex2f(9 * 40, 0); GL11.glTexCoord2f(0, tileSize); GL11.glVertex2f(0, 0); GL11.glEnd(); GL11.glEndList(); /* Little frame around selected item */ float frameTileSize = 24.0f / texGui.getImageWidth(); float frameTileY = 22.0f / texGui.getImageHeight(); GL11.glNewList(INVENTORY_BAR_CALL_LIST + 1, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, frameTileY); GL11.glVertex2f(0, 48); GL11.glTexCoord2f(frameTileSize, frameTileY); GL11.glVertex2f(48, 48); GL11.glTexCoord2f(frameTileSize, frameTileY + frameTileSize); GL11.glVertex2f(48, 0); GL11.glTexCoord2f(0, frameTileY + frameTileSize); GL11.glVertex2f(0, 0); GL11.glEnd(); GL11.glEndList(); } else { GL11.glCallList(INVENTORY_BAR_CALL_LIST); } /* Content */ GL11.glPushMatrix(); GL11.glTranslatef(20, 20, 0); for (int i = 0; i < 9; ++i) { InventoryPlace place = getActivePlayer().getInventory().getInventoryPlace(i); if (place != null) { place.render(); } GL11.glTranslatef(40, 0, 0); } texGui.bind(); GL11.glPopMatrix(); GL11.glTranslatef(getActivePlayer().getSelectedInventoryItemIndex() * 40.0f - 4, -4, 0); GL11.glCallList(INVENTORY_BAR_CALL_LIST + 1); GL11.glPopMatrix(); } }
From source file:net.mechanicalcat.pycode.obj.Model.java
License:Open Source License
public void genList() { this.glList = GL11.glGenLists(1); GL11.glNewList(this.glList, GL11.GL_COMPILE); // if use_texture: glEnable(GL_TEXTURE_2D) GL11.glFrontFace(GL11.GL_CCW);/*from w ww. ja v a2 s. c o m*/ GL11.glEnable(GL11.GL_CULL_FACE); GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glDepthFunc(GL11.GL_LESS); GL11.glCullFace(GL11.GL_BACK); String currentMaterial = ""; Material mtl; for (Face face : this.faces) { if (!face.material.equals(currentMaterial)) { currentMaterial = face.material; mtl = this.materials.get(face.material); if (mtl == null) { GL11.glColor3f(1, 1, 1); } else { // if 'texture_Kd' in mtl: // # use diffuse texmap // glBindTexture(GL_TEXTURE_2D, mtl['texture_Kd']) GL11.glColor3f(mtl.diffuse.x, mtl.diffuse.y, mtl.diffuse.z); } } GL11.glBegin(GL11.GL_POLYGON); for (int i = 0; i < face.vertexes.size(); i++) { if (face.normals.get(i) != 0) { Vector3f n = this.normals.get(face.normals.get(i)); GL11.glNormal3f(n.x, n.y, n.z); } // if texture_coords[i]: // glTexCoord2fv(self.texcoords[texture_coords[i] - 1]) Vector3f v = this.vertices.get(face.vertexes.get(i)); GL11.glVertex3f(v.x, v.y, v.z); } GL11.glEnd(); } GL11.glCullFace(GL11.GL_BACK); GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glDisable(GL11.GL_CULL_FACE); // if use_texture: glDisable(GL11.GL_TEXTURE_2D); GL11.glEndList(); }