List of usage examples for org.lwjgl.opengl GL11 glHint
public static void glHint(@NativeType("GLenum") int target, @NativeType("GLenum") int hint)
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glHint(int target, int mode) { GL11.glHint(target, mode); }
From source file:ion2d.INDirector.java
License:Open Source License
public static void setDepthTest(boolean depth) { if (Display.isCreated() == false) return;//from w w w . j a v a 2 s . c o m if (depth) { GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } else { GL11.glDisable(GL11.GL_DEPTH_TEST); } }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setFogHint() { GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR); GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_DONT_CARE); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setLineSmoothHint() { GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); }
From source file:lwjglapp.Renderer.java
private void initGL() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity();/*from w ww . ja v a2 s. co m*/ GLU.gluPerspective(45.0f, (float) (width / height), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); // GL11.glLoadIdentity(); // // GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) // GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
From source file:mods.railcraft.client.render.RenderTESRSignals.java
License:Open Source License
private void renderPairs(TileEntity tile, double x, double y, double z, float f, AbstractPair pair, ColorProfile colorProfile) {/*from w w w.j a va 2 s. c om*/ if (pair.getPairs().isEmpty()) { return; } GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); GL11.glLineWidth(5F); GL11.glBegin(GL11.GL_LINES); for (WorldCoordinate target : pair.getPairs()) { int color = colorProfile.getColor(tile, pair.getCoords(), target); float c1 = (float) (color >> 16 & 255) / 255.0F; float c2 = (float) (color >> 8 & 255) / 255.0F; float c3 = (float) (color & 255) / 255.0F; GL11.glColor3f(c1, c2, c3); GL11.glVertex3f((float) x + 0.5f, (float) y + 0.5f, (float) z + 0.5f); float tx = (float) x + target.x - tile.xCoord; float ty = (float) y + target.y - tile.yCoord; float tz = (float) z + target.z - tile.zCoord; GL11.glVertex3f(tx + 0.5f, ty + 0.5f, tz + 0.5f); } GL11.glEnd(); GL11.glPopAttrib(); GL11.glPopMatrix(); }
From source file:net.BiggerOnTheInside.Binder.Binder.java
License:Open Source License
/** * <p>Sets up OpenGL.</p>/*from w ww . j a va2 s .co m*/ */ public void initGL() { int width = displayMode.getWidth(); int height = displayMode.getHeight(); /* Enable 2D texturing. */ GL11.glEnable(GL11.GL_TEXTURE_2D); /* Make all models smoothly textured. */ GL11.glShadeModel(GL11.GL_SMOOTH); /* Set the background color to that signature blue. */ GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f); /* Set the clear depth to all-the-way */ GL11.glClearDepth(1.0); /* Enable the depth system. */ GL11.glEnable(GL11.GL_DEPTH_TEST); /* Set the function for depth to GL_LEQUAL. */ GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); /* Enable face culling, basically don't render this face relative to the camera's position. */ GL11.glEnable(GL11.GL_CULL_FACE); /* Set OpenGL to cull the back face of our spatials. */ GL11.glCullFace(GL11.GL_BACK); /* Set the matrix mode to projection. */ GL11.glMatrixMode(GL11.GL_PROJECTION); /* Reset the OpenGL configuration, loading our above prefrences. */ //GL11.glLoadIdentity(); /* Set the perspective. */ GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); /* Set the matrix mode to be model view. */ GL11.glMatrixMode(GL11.GL_MODELVIEW); /* Set the perspective correction hint to finest quality. */ GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
From source file:net.phatcode.rel.multimedia.Renderer.java
License:Open Source License
Renderer(int screenWidth, int screenHeight) { try {/*from w w w . ja v a2s. c o m*/ Display.setDisplayMode(new DisplayMode(screenWidth, screenHeight)); Display.create(); Display.setTitle("AnyaBasic 0.4.0 beta"); } catch (LWJGLException e) { e.printStackTrace(); } this.screenWidth = screenWidth; this.screenHeight = screenHeight; GL11.glViewport(0, 0, screenWidth, screenHeight); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, screenWidth, screenHeight, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glShadeModel(GL11.GL_SMOOTH); //set shading to smooth(try GL_FLAT) GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //set Clear color to BLACK GL11.glClearDepth(1.0f); //Set Depth buffer to 1(z-Buffer) GL11.glDisable(GL11.GL_DEPTH_TEST); //Disable Depth Testing so that our z-buffer works GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0.375f, 0.375f, 0); // magic trick }
From source file:net.smert.frameworkgl.opengl.OpenGL1.java
License:Apache License
public OpenGL1 setProjectionFrustum(double left, double right, double bottom, double top, double zNear, double zFar) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // glFrustum sadly doesn't set all rows and columns GL11.glFrustum(left, right, bottom, top, zNear, zFar); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); return this; }
From source file:net.smert.frameworkgl.opengl.OpenGL1.java
License:Apache License
public OpenGL1 setProjectionOrtho(double left, double right, double bottom, double top, double zNear, double zFar) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // glOrtho sadly doesn't set all rows and columns GL11.glOrtho(left, right, bottom, top, zNear, zFar); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); return this; }