List of usage examples for org.lwjgl.opengl GL11 glFrontFace
public static void glFrontFace(@NativeType("GLenum") int dir)
From source file:com.ardor3d.scene.state.lwjgl.LwjglCullStateUtil.java
License:Open Source License
private static void setGLPolygonWind(final PolygonWind windOrder, final CullStateRecord record) { if (!record.isValid() || record.windOrder != windOrder) { switch (windOrder) { case CounterClockWise: GL11.glFrontFace(GL11.GL_CCW); break; case ClockWise: GL11.glFrontFace(GL11.GL_CW); break; }//ww w . jav a 2 s.c om record.windOrder = windOrder; } }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java
License:Apache License
public void glFrontFace(int mode) { GL11.glFrontFace(mode); }
From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL10.java
License:Apache License
public final void glFrontFace(int mode) { GL11.glFrontFace(mode); }
From source file:com.mtbs3d.minecrift.provider.MCOculus.java
License:LGPL
public void endFrame() { GL11.glDisable(GL11.GL_CULL_FACE); // Oculus wants CW orientations, avoid the problem by turning off culling... GL11.glDisable(GL11.GL_DEPTH_TEST); // Nothing is drawn with depth test on... //GL30.glBindVertexArray(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Unbind GL_ARRAY_BUFFER for my own vertex arrays to work... GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); // End the frame super.endFrame(); GL11.glFrontFace(GL11.GL_CCW); // Needed for OVR SDK 0.4.0 GL11.glEnable(GL11.GL_CULL_FACE); // Turn back on... GL11.glEnable(GL11.GL_DEPTH_TEST); // Turn back on... GL11.glClearDepth(1); // Oculus set this to 0 (the near plane), return to normal... ARBShaderObjects.glUseProgramObjectARB(0); // Oculus shader is still active, turn it off... Display.processMessages();/*w w w .jav a 2 s .c o m*/ }
From source file:com.runescape.client.revised.client.lwjgl.RenderUtilities.java
License:Open Source License
public static void initializeGraphics() { GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); GL11.glFrontFace(GL11.GL_CW); GL11.glCullFace(GL11.GL_BACK);/*www . ja va 2 s .c o m*/ GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL30.GL_FRAMEBUFFER_SRGB); // TODO: Depth clamp }
From source file:com.shinoow.abyssalcraft.client.handlers.AbyssalCraftClientEventHooks.java
License:Apache License
private void renderStarSpawnPlayer(EntityPlayer player, float partialTicks) { mc.renderEngine.bindTexture(new ResourceLocation("abyssalcraft:textures/model/tentacles.png")); for (int j = 0; j < 1; ++j) { GL11.glColor4f(1F, 1F, 1F, 1F);/*from w w w. ja v a 2 s . c o m*/ float f10 = player.prevRotationYawHead + (player.rotationYawHead - player.prevRotationYawHead) * partialTicks - (player.prevRenderYawOffset + (player.renderYawOffset - player.prevRenderYawOffset) * partialTicks); float f2 = player.prevRotationPitch + (player.rotationPitch - player.prevRotationPitch) * partialTicks; GL11.glPushMatrix(); GL11.glFrontFace(GL11.GL_CW); GL11.glRotatef(f10, 0.0F, 1.0F, 0.0F); GL11.glRotatef(f2, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(0, -0.22F, 0); GL11.glScalef(1, 1, 1); model.renderTentacles(0.0625F); GL11.glFrontFace(GL11.GL_CCW); GL11.glPopMatrix(); } }
From source file:com.voxelplugineering.voxelsniper.render.RenderMain.java
License:Open Source License
private void setupOpenGL() { // Setup an OpenGL context with API version 3.2 try {/*from www . ja va 2 s. c o m*/ PixelFormat pixelFormat = new PixelFormat(); ContextAttribs contextAtrributes = new ContextAttribs(3, 2).withForwardCompatible(true) .withProfileCore(true); Display.setDisplayMode(new DisplayMode(this.width, this.height)); Display.setTitle("VoxelGunsmithEngine"); Display.create(pixelFormat, contextAtrributes); GL11.glViewport(0, 0, this.width, this.height); } catch (LWJGLException e) { if (Standalone.DEBUG) { System.out.println("Failed creating display"); } e.printStackTrace(); System.exit(-1); } // Setup an XNA like background color GL11.glClearColor(RenderingConstants.CLEAR_COLOUR_R, RenderingConstants.CLEAR_COLOUR_G, RenderingConstants.CLEAR_COLOUR_B, RenderingConstants.CLEAR_COLOUR_A); GL11.glViewport(0, 0, this.width, this.height); // cull back faces GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); GL11.glFrontFace(GL11.GL_CW); OpenGLUtilities.checkGLError("setup OpenGL"); }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glFrontFace(int mode) { GL11.glFrontFace(mode); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setFrontFace(boolean cw) { GL11.glFrontFace(cw ? GL11.GL_CW : GL11.GL_CCW); }
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); GL11.glEnable(GL11.GL_CULL_FACE);//from w w w .j av a 2s. com 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(); }