List of usage examples for org.lwjgl.opengl GL11 glEndList
public static native void glEndList();
From source file:org.craftmania.world.Sky.java
License:Apache License
private void drawClouds(float x, float y, float z) { GL11.glPushMatrix();/*from w w w. jav a2 s .c om*/ 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:org.craftmania.world.World.java
License:Apache License
private void renderOverlay() { Configuration conf = Game.getInstance().getConfiguration(); Game.getInstance().initOverlayRendering(); GL11.glColor3f(1, 1, 1);//from w w w . ja v a 2s . c o m if (Game.RENDER_INFORMATION_OVERLAY) { GLFont infoFont = FontStorage.getFont("Monospaced_20"); /* Down Left Info */ infoFont.print(4, 4, "CraftMania"); 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 = 10; int crossHole = 5; GL11.glLineWidth(2.5f); GL11.glColor3f(0, 0, 0); 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, 10, 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:org.fenggui.binding.render.lwjgl.LWJGLOpenGL.java
License:Open Source License
public void endList() { GL11.glEndList(); }
From source file:org.minetweak.world.World.java
License:Apache License
private void renderOverlay() { Configuration conf = Game.getInstance().getConfiguration(); Game.getInstance().initOverlayRendering(); GL11.glColor3f(1, 1, 1);/*from w ww .j a v a 2s .c o m*/ if (Game.RENDER_INFORMATION_OVERLAY) { GLFont infoFont = FontStorage.getFont("Monospaced_20"); /* Down Left Info */ infoFont.print(4, 4, "CraftMania"); 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 (currentGui != null) { Game.getInstance().renderTransculentOverlayLayer(); currentGui.render(); } 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 = 10; int crossHole = 5; GL11.glLineWidth(2.5f); GL11.glColor3f(0, 0, 0); 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, 10, 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) { Inventory.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:org.ode4j.drawstuff.internal.DrawStuffGL.java
License:Open Source License
private void drawSphere() { // icosahedron data for an icosahedron of radius 1.0 // # define ICX 0.525731112119133606f // # define ICZ 0.850650808352039932f if (listnum == 0) { listnum = GL11.glGenLists(1);/* w ww. ja v a2 s . c o m*/ GL11.glNewList(listnum, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_TRIANGLES); for (int i = 0; i < 20; i++) { // drawPatch (&idata[index[i][2]][0],&idata[index[i][1]][0], // &idata[index[i][0]][0],sphere_quality); drawPatch(idata[index[i][2]], idata[index[i][1]], idata[index[i][0]], sphere_quality); } GL11.glEnd(); GL11.glEndList(); } GL11.glCallList(listnum); }
From source file:org.spout.engine.renderer.GL11BatchVertexRenderer.java
License:Open Source License
@Override protected void doFlush() { GL11.glNewList(displayList, GL11.GL_COMPILE); FloatBuffer vBuffer = BufferUtils.createFloatBuffer(vertexBuffer.size()); vBuffer.clear();// w w w . j a va 2 s.c o m vBuffer.put(vertexBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(4, 0, vBuffer); /*if (useColors) { vBuffer.clear(); vBuffer.put(colorBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY); GL11.glColorPointer(4, 0, vBuffer); }*/ if (useNormals) { vBuffer.clear(); vBuffer.put(normalBuffer.toArray()); vBuffer.flip(); GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY); GL11.glNormalPointer(0, vBuffer); } if (useTextures) { FloatBuffer temp = BufferUtils.createFloatBuffer(uvBuffer.size()); temp.put(uvBuffer.toArray()); temp.flip(); GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY); GL11.glTexCoordPointer(2, 0, temp); } GL11.glDrawArrays(renderMode, 0, numVertices); GL11.glEndList(); }
From source file:pso.Surface.java
License:Open Source License
public static void assemble(float[][] val, float minc, float maxc, int rezx, int rezy) { int i, j;/*from w w w .j av a 2 s .c om*/ float px, py; float tmp; Color col; float spx = -rezx / 2; float spy = -rezy / 2; handle = GL11.glGenLists(1); GL11.glNewList(handle, GL11.GL_COMPILE); GL11.glBegin(GL11.GL_QUADS); px = spx; for (i = 0; i < rezx - 1; i++) { py = spy; for (j = 0; j < rezy - 1; j++) { tmp = (float) (1 - ((val[i][j] - minc) / (maxc - minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex2f(px, py); tmp = (float) (1 - ((val[i][j + 1] - minc) / (maxc - minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex2f(px, py + 1); tmp = (float) (1 - ((val[i + 1][j + 1] - minc) / (maxc - minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex2f(px + 1, py + 1); tmp = (float) (1 - ((val[i + 1][j] - minc) / (maxc - minc))); tmp = tmp * 66 / 100 + 34 / 100; col = new Color(Color.HSBtoRGB(tmp, 0.7f, 0.85f)); GL11.glColor3f((float) (col.getRed() / 255f), (float) (col.getGreen() / 255f), (float) (col.getBlue() / 255f)); GL11.glVertex2f(px + 1, py); py += 1; } px += 1; } GL11.glEnd(); GL11.glEndList(); }
From source file:RediscoveredMod.MD3Renderer.java
License:Open Source License
public final void render(int var1, int var2, float var3) { if ((this.displayList == 0) || (this.useAnimation)) { if (!this.useAnimation) { this.displayList = GL11.glGenLists(1); }/*from w w w . j a v a 2 s . co m*/ GL11.glEnableClientState(32884); GL11.glEnableClientState(32888); GL11.glEnableClientState(32885); if (!this.useAnimation) { GL11.glNewList(this.displayList, 4864); } for (int i = 0; i < this.model.surfaces.length; i++) { MD3Surface surface = this.model.surfaces[i]; if (this.useAnimation) surface.setFrame(var1, var2, var3); else { surface.setFrame(0, 0, 0.0F); } surface.triangles.position(0); surface.d.position(0); GL11.glVertexPointer(3, 0, surface.vertices); GL11.glNormalPointer(0, surface.normals); GL11.glTexCoordPointer(2, 0, surface.d); GL11.glDrawElements(4, surface.triangles); } if (!this.useAnimation) { GL11.glEndList(); } GL11.glDisableClientState(32884); GL11.glDisableClientState(32888); GL11.glDisableClientState(32885); } if (!this.useAnimation) GL11.glCallList(this.displayList); }
From source file:rheel.ac.client.renderer.model.ModelSAPC.java
License:Open Source License
private int setupRenderer() { final int id = GL11.glGenLists(1); GL11.glNewList(id, GL11.GL_COMPILE); this.bottom.render(1); this.bottomRight1.render(1); this.bottomRight2.render(1); this.bottomRight3.render(1); this.right.render(1); this.topRight1.render(1); this.topRight2.render(1); this.topRight3.render(1); this.top.render(1); this.topLeft1.render(1); this.topleft2.render(1); this.topLeft3.render(1); this.left.render(1); this.bottomLeft1.render(1); this.bottomLeft2.render(1); this.bottomLeft3.render(1); GL11.glEndList(); return id;/* ww w. jav a 2s .c om*/ }
From source file:shadowmage.ancient_framework.client.gui.elements.GuiScrollBarSimple.java
License:Open Source License
@Override public void drawElement(int mouseX, int mouseY) { if (!this.hidden) { String tex = Statics.TEXTURE_PATH + "gui/guiButtons.png"; if (height <= 128)//do simple render {/*from www . j av a 2 s . c om*/ this.drawQuadedTexture(renderPosX + guiLeft, renderPosY + guiTop, width, height, 40, 128, tex, 80, 120); this.drawQuadedTexture(renderPosX + guiLeft + buffer, renderPosY + guiTop + buffer + handleTop, width - buffer * 2, handleHeight, 32, 128, tex, 120, 120); return; } else if (displayListNum > 0) { AWTextureManager.bindTexture(tex); GL11.glCallList(displayListNum); return; } displayListNum = GL11.glGenLists(1); AWTextureManager.bindTexture(tex); GL11.glNewList(displayListNum, GL11.GL_COMPILE_AND_EXECUTE); GL11.glColor4f(1.f, 1.f, 1.f, 1.f); float texPixPercent = 1.f / 256.f; float x, y, u, v, uw, uh, width, height; x = renderPosX + guiLeft; y = renderPosY + guiTop; uw = 40; uh = 128; u = 80; v = 120; width = this.width; height = this.height; float x1, y1, x2, y2, x3, y3, x4, y4; float u1, v1, u2, v2, u3, v3, u4, v4; /** * setup render bounds */ /** * render the top-left bit */ x1 = x;//top-left y1 = y;//top-left x2 = x1;//bottom-left y2 = y1 + 8;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - 8;//top-right u1 = u * texPixPercent; v1 = v * texPixPercent; u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); /** * render the top-right bit */ x1 = x + (width / 2);//top-left y1 = y;//top-left x2 = x1;//bottom-left y2 = y1 + 8;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - 8;//top-right u1 = u * texPixPercent + (uw - (width / 2)) * texPixPercent; v1 = v * texPixPercent; u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); /** * render bottom-left bit */ x1 = x; y1 = y + height - 8; x2 = x1; y2 = y1 + 8; x3 = x2 + (width / 2); y3 = y2; x4 = x3; y4 = y3 - 8; u1 = u * texPixPercent; v1 = v * texPixPercent + ((uh - 8) * texPixPercent); u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); x1 = x + (width / 2);//top-left y1 = y + height - 8;//top-left x2 = x1;//bottom-left y2 = y1 + 8;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - 8;//top-right u1 = u * texPixPercent + (uw - (width / 2)) * texPixPercent; v1 = v * texPixPercent + ((uh - 8) * texPixPercent); u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); float remainingHeight = height - 16; float nextY = y + 8; float usedHeight; while (remainingHeight > 0) { usedHeight = remainingHeight > 40 ? 40 : remainingHeight; remainingHeight -= usedHeight; /** * render left bit */ x1 = x;//top-left y1 = nextY;//top-left x2 = x1;//bottom-left y2 = y1 + usedHeight;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - usedHeight;//top-right u1 = u * texPixPercent; v1 = v * texPixPercent + (8 * texPixPercent); u2 = u1; v2 = v1 + usedHeight * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - usedHeight * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); /** * render right bit */ x1 = x + (width / 2);//top-left y1 = nextY;//top-left x2 = x1;//bottom-left y2 = y1 + usedHeight;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - usedHeight;//top-right u1 = u * texPixPercent + (uw - (width / 2)) * texPixPercent; v1 = v * texPixPercent + (8 * texPixPercent); u2 = u1; v2 = v1 + usedHeight * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - usedHeight * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); nextY += usedHeight; } x = renderPosX + guiLeft + buffer; y = renderPosY + guiTop + buffer + handleTop; u = 120;//uw = 32 v = 120;//uh = 128 uw = 32; uh = 128; width = this.width - (buffer * 2); height = this.handleHeight; /** * render the top-left bit */ x1 = x;//top-left y1 = y;//top-left x2 = x1;//bottom-left y2 = y1 + 8;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - 8;//top-right u1 = u * texPixPercent; v1 = v * texPixPercent; u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); /** * render the top-right bit */ x1 = x + (width / 2);//top-left y1 = y;//top-left x2 = x1;//bottom-left y2 = y1 + 8;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - 8;//top-right u1 = u * texPixPercent + (uw - (width / 2)) * texPixPercent; v1 = v * texPixPercent; u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); /** * render bottom-left bit */ x1 = x; y1 = y + height - 8; x2 = x1; y2 = y1 + 8; x3 = x2 + (width / 2); y3 = y2; x4 = x3; y4 = y3 - 8; u1 = u * texPixPercent; v1 = v * texPixPercent + ((uh - 8) * texPixPercent); u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); /** * render bottom-right bit */ x1 = x + (width / 2);//top-left y1 = y + height - 8;//top-left x2 = x1;//bottom-left y2 = y1 + 8;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - 8;//top-right u1 = u * texPixPercent + (uw - (width / 2)) * texPixPercent; v1 = v * texPixPercent + ((uh - 8) * texPixPercent); u2 = u1; v2 = v1 + 8 * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - 8 * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); remainingHeight = height - 16; nextY = y + 8; while (remainingHeight > 0) { usedHeight = remainingHeight > 40 ? 40 : remainingHeight; remainingHeight -= usedHeight; /** * render left bit */ x1 = x;//top-left y1 = nextY;//top-left x2 = x1;//bottom-left y2 = y1 + usedHeight;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - usedHeight;//top-right u1 = u * texPixPercent; v1 = v * texPixPercent + (8 * texPixPercent); u2 = u1; v2 = v1 + usedHeight * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - usedHeight * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); /** * render right bit */ x1 = x + (width / 2);//top-left y1 = nextY;//top-left x2 = x1;//bottom-left y2 = y1 + usedHeight;//bottom-left x3 = x2 + (width / 2);//bottom-right y3 = y2;//bottom-right x4 = x3;//top-right y4 = y3 - usedHeight;//top-right u1 = u * texPixPercent + (uw - (width / 2)) * texPixPercent; v1 = v * texPixPercent + (8 * texPixPercent); u2 = u1; v2 = v1 + usedHeight * texPixPercent; u3 = u2 + (width / 2) * texPixPercent; v3 = v2; u4 = u3; v4 = v3 - usedHeight * texPixPercent; renderQuad(x1, y1, x2, y2, x3, y3, x4, y4, u1, v1, u2, v2, u3, v3, u4, v4); nextY += usedHeight; } } GL11.glEndList(); }