Example usage for org.lwjgl.opengl GL11 glLineWidth

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

Introduction

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

Prototype

public static void glLineWidth(@NativeType("GLfloat") float width) 

Source Link

Document

Sets the width of rasterized line segments.

Usage

From source file:com.replaymod.pixelcam.renderer.PathVisualizer.java

License:Apache License

private void drawConnection(double playerX, double playerY, double playerZ, Position pos1, Position pos2,
        Color color) {/*from ww w.j  ava  2  s .  co  m*/
    GlStateManager.pushMatrix();
    GlStateManager.pushAttrib();

    double x = pos1.getX() - playerX;
    double y = pos1.getY() - playerY;
    double z = pos1.getZ() - playerZ;

    GL11.glLineWidth(3);

    GlStateManager.disableTexture2D();

    GlStateManager.color(color.getRed(), color.getGreen(), color.getBlue(), 0.7f);

    VertexBuffer vb = Tessellator.getInstance().getBuffer();

    vb.setTranslation(x, y + mc.player.eyeHeight, z);

    vb.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);

    vb.pos(pos2.getX() - pos1.getX(), pos2.getY() - pos1.getY(), pos2.getZ() - pos1.getZ()).endVertex();
    vb.pos(0, 0, 0).endVertex();

    Tessellator.getInstance().draw();

    vb.setTranslation(0, 0, 0);

    GlStateManager.enableTexture2D();

    GlStateManager.popAttrib();
    GlStateManager.popMatrix();
}

From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

public InspectorCanvas(Composite parent, int style, GLData data) {
    super(parent, style, data);
    setCurrent();/* w ww  . j  a v a 2s .  c om*/

    // Clear the canvas.
    GL11.glClearColor(CLEAR_COLOR[0], CLEAR_COLOR[1], CLEAR_COLOR[2], CLEAR_COLOR[3]);
    GL11.glClearDepth(1.0f);
    GL11.glLineWidth(1.0f);
    GL11.glPointSize(1.0f);

    GL11.glShadeModel(GL11.GL_FLAT);

    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
    GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);

    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(true);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.01f);

    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GL11.glStencilFunc(GL11.GL_ALWAYS, 0x1, 0xf);
    GL11.glStencilOp(GL11.GL_INCR, GL11.GL_KEEP, GL11.GL_INCR);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    reset();

    mTransform = new Matrix4f();
    mTransform.setIdentity();

    addListener(SWT.Resize, this);
    addListener(SWT.Paint, this);
    addMouseListener(this);
    addMouseWheelListener(this);
}

From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

private void drawHierarchy(Node node) {
    if (node == null || node.bounds.width == 0 || node.bounds.height == 0 || !node.isShowing()
            || !node.isVisible()) {//from  www  . j a  v a  2  s .c o  m
        return;
    }

    // Give a 3d depth.
    GL11.glPushMatrix();

    final float depth = node.depth * mDepth;

    // Node's translation.
    GL11.glTranslatef(node.bounds.x, -node.bounds.y, depth);

    final Drawable background = node.getBackground();
    final Drawable content = node.getContent();
    final boolean hasBackground = node.isBackgroundShown && (background.displayListId != -1);
    final boolean hasContent = node.isContentShown && (content.displayListId != -1);

    if (mIsPicking) {
        GL11.glColor4f(node.pickColor[0], node.pickColor[1], node.pickColor[2], node.pickColor[3]);

        drawFrontFace(node, 0.0f, GL11.GL_FILL);

        // Draw the depth, only if we show in actual mode.
        // If not, if we are splitting content, draw a layer for it.
        if (mShowDepth) {
            drawDepth(node, -mDepth, GL11.GL_FILL);
        } else if (mSplitContent && hasBackground && hasContent) {
            drawFrontFace(node, -mDepth / 2.0f, GL11.GL_FILL);
        }
    } else {
        if (!mIsOrtho && mShowDepth) {
            GL11.glPushAttrib(GL11.GL_STENCIL_BUFFER_BIT);
            GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
            drawDepthCube(node, depth);
            GL11.glPopAttrib();
        }

        if (hasBackground && hasContent) {
            // Both background and content are available.
            // Draw background at a depth if needed.
            if (mSplitContent)
                GL11.glTranslatef(0.0f, 0.0f, -mDepth / 2.0f);

            GL11.glCallList(background.displayListId);

            if (mSplitContent)
                GL11.glTranslatef(0.0f, 0.0f, mDepth / 2.0f);

            GL11.glCallList(content.displayListId);
        } else if (hasBackground) {
            GL11.glCallList(background.displayListId);
        } else if (hasContent) {
            GL11.glCallList(content.displayListId);
        }

        // Stencil shouldn't know about bounds.
        GL11.glPushAttrib(GL11.GL_STENCIL_BUFFER_BIT | GL11.GL_LINE_BIT);
        GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);

        // Show bounds.
        if (!mIsOrtho && mShowDepth) {
            loadColor(ColorType.BOUNDS_NORMAL);
        } else {
            if (node.isSelected) {
                GL11.glLineWidth(2.0f);
                loadColor(ColorType.BOUNDS_SELECTION);
            } else {
                loadColor(ColorType.BOUNDS_NORMAL);
            }
        }

        if (node.isSelected || !mIsOrtho || mShowBounds) {
            drawFrontFace(node, 0.0f, GL11.GL_LINE);
        }

        // Show a bounding box for split content in perspective mode.
        if (!mIsOrtho && !mShowDepth && mSplitContent && hasBackground && hasContent) {
            drawFrontFace(node, -mDepth / 2.0f, GL11.GL_LINE);
        }

        GL11.glPopAttrib();
    }

    for (Node child : node.children) {
        drawHierarchy(child);
    }

    GL11.glPopMatrix();
}

From source file:com.timvisee.voxeltex.architecture.component.drawable.line.AxisDrawComponent.java

License:Open Source License

@Override
public synchronized void onDraw() {
    // Set the thickness of the axis drawn
    GL11.glLineWidth(this.lineWidth);

    // Enable line drawing mode
    GL11.glBegin(GL11.GL_LINES);/*from  ww w.  java 2s.c o m*/

    // Green for X
    GL11.glColor3f(1.0f, 0.0f, 0.0f);
    GL11.glVertex3f(0.0f, 0.0f, 0.0f);
    GL11.glVertex3f(1.0f, 0.0f, 0.0f);

    // Green for Y
    GL11.glColor3f(0.0f, 1.0f, 0.0f);
    GL11.glVertex3f(0.0f, 0.0f, 0.0f);
    GL11.glVertex3f(0.0f, 1.0f, 0.0f);

    // Green for Z
    GL11.glColor3f(0.0f, 0.0f, 1.0f);
    GL11.glVertex3f(0.0f, 0.0f, 0.0f);
    GL11.glVertex3f(0.0f, 0.0f, 1.0f);

    // Finish drawing
    GL11.glEnd();
}

From source file:com.timvisee.voxeltex.architecture.component.drawable.line.GridDrawComponent.java

License:Open Source License

@Override
public synchronized void onDraw() {
    // Set the thickness of the axis drawn
    GL11.glLineWidth(this.lineWidth);

    // Enable line drawing mode
    GL11.glBegin(GL11.GL_LINES);/*from w w w.  j av a 2 s  . c o  m*/

    // Set the grid color
    GL11.glColor3f(0.2f, 0.2f, 0.2f);

    // Draw the grid
    for (int i = -20; i <= 20; i++) {
        GL11.glVertex3f(-20.0f, 0.0f, i);
        GL11.glVertex3f(20.0f, 0.0f, i);
        GL11.glVertex3f(i, 0.0f, -20.0f);
        GL11.glVertex3f(i, 0.0f, 20.0f);
    }

    // Finish drawing
    GL11.glEnd();
}

From source file:com.timvisee.voxeltex.module.render.RenderOverlayHelper.java

License:Open Source License

/**
 * Set the width of lines being rendered.
 *
 * @param lineWidth Line width./*from   w  w w .  j  av  a 2 s . c o m*/
 */
public static void lineWidth(float lineWidth) {
    GL11.glLineWidth(lineWidth);
}

From source file:com.wicpar.sinkingsimulatorclassic.Sea.java

License:Open Source License

@Override
public void draw() {
    GL11.glEnable(GL11.GL_DEPTH_TEST);//from  ww w  .  java2  s.c  o  m
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
    time = Base.getTimePassed();
    GL11.glBegin(GL11.GL_QUAD_STRIP);
    GL11.glColor4f(SeaColor.r, SeaColor.g, SeaColor.b, SeaColor.a);
    for (int i = 0; i <= divisions; i++) {
        double pos = ((double) (i) / (divisions)) * 2 - 1;
        GL11.glVertex3d(pos, -1, -0.07);
        GL11.glVertex3d(pos, cam.transformY(getHeight(cam.untransformX(pos), time)), -0.07);
    }
    GL11.glEnd();
    GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
    GL11.glLineWidth(2);
    GL11.glBegin(GL11.GL_LINE_STRIP);
    GL11.glColor4f(SeaColor.r, SeaColor.g, SeaColor.b, 1);
    for (int i = 0; i <= divisions; i++) {
        double pos = ((double) (i) / (divisions)) * 2 - 1;
        GL11.glVertex3d(pos, cam.transformY(getHeight(cam.untransformX(pos), time)), -0.07);
    }
    GL11.glEnd();
    GL11.glLineWidth(1);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glLineWidth(1);
}

From source file:com.wicpar.sinkingsimulatorclassic.Ship.java

License:Open Source License

@Override
public void draw() {
    final Camera cam = Main.ClassicSinkingSim.getInstance().getCam();
    GL11.glEnable(GL11.GL_DEPTH_TEST);/*from   w  w w.ja  va 2  s .c  o  m*/
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glPointSize((float) Main.ClassicSinkingSim.getInstance().getCam().scaleSize(0.1));
    GL11.glBegin(GL11.GL_POINTS);
    for (Shipsel[] s : shipsels) {
        if (s != null)
            for (Shipsel shipsel : s) {
                if (shipsel != null) {
                    Color c = shipsel.getColor();
                    Vector3d pos = shipsel.getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.8);
                }
            }
    }
    GL11.glEnd();
    GL11.glPointSize(1);

    GL11.glLineWidth((float) Main.ClassicSinkingSim.getInstance().getCam().scaleSize(0.1));
    boolean t, b, l, r, e, f;

    Color c;
    Vector3d pos;
    GL11.glBegin(GL11.GL_LINES);
    for (int y = 0; y < springs[1].length; y++) {
        for (int x = 0; x < springs[1][y].length; x++) {
            t = springs[0][y][x];
            l = springs[2][y][x];
            e = springs[1][y][x];
            f = springs[3][y][x];

            if (t && (shipsels[y][x] == null || shipsels[y][x + 1] == null)) {
                springs[0][y][x] = false;
            }
            if (l && (shipsels[y][x] == null || shipsels[y + 1][x] == null)) {
                springs[2][y][x] = false;
            }
            if (e && (shipsels[y][x] == null || shipsels[y + 1][x + 1] == null)) {
                springs[1][y][x] = false;
            }
            if (f && (shipsels[y][x + 1] == null || shipsels[y + 1][x] == null)) {
                springs[3][y][x] = false;
            }

            t = springs[0][y][x];
            b = springs[0][y + 1][x];
            l = springs[2][y][x];
            r = springs[2][y][x + 1];
            e = springs[1][y][x];
            f = springs[3][y][x];

            if (t && b && l && r && e && f)
                continue;
            if (t && r && e)
                continue;
            if (b && l && e)
                continue;
            if (t && l && f)
                continue;
            if (b && r && f)
                continue;
            if (t) {
                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
            if (l) {
                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
            if (e) {
                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y + 1][x + 1].getColor();
                pos = shipsels[y + 1][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
            if (f) {
                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);
                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 0.9);

            }
        }
    }
    GL11.glEnd();
    GL11.glBegin(GL11.GL_TRIANGLES);
    for (int y = 0; y < springs[1].length; y++) {
        for (int x = 0; x < springs[1][y].length; x++) {
            t = springs[0][y][x];
            b = springs[0][y + 1][x];
            l = springs[2][y][x];
            r = springs[2][y][x + 1];
            e = springs[1][y][x];
            f = springs[3][y][x];

            if (t && b && l && r && e && f) {

                c = shipsels[y][x].getColor();
                pos = shipsels[y][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y][x + 1].getColor();
                pos = shipsels[y][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y + 1][x].getColor();
                pos = shipsels[y + 1][x].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                c = shipsels[y + 1][x + 1].getColor();
                pos = shipsels[y + 1][x + 1].getPos();
                GL11.glColor4f(c.r, c.g, c.b, c.a);
                GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

            } else {
                if (t && r && e) {
                    c = shipsels[y][x].getColor();
                    pos = shipsels[y][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y][x + 1].getColor();
                    pos = shipsels[y][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x + 1].getColor();
                    pos = shipsels[y + 1][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
                if (b && l && e) {
                    c = shipsels[y][x].getColor();
                    pos = shipsels[y][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x].getColor();
                    pos = shipsels[y + 1][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x + 1].getColor();
                    pos = shipsels[y + 1][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
                if (t && l && f) {
                    c = shipsels[y][x].getColor();
                    pos = shipsels[y][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y][x + 1].getColor();
                    pos = shipsels[y][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x].getColor();
                    pos = shipsels[y + 1][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
                if (b && r && f) {
                    c = shipsels[y + 1][x].getColor();
                    pos = shipsels[y + 1][x].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y + 1][x + 1].getColor();
                    pos = shipsels[y + 1][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);

                    c = shipsels[y][x + 1].getColor();
                    pos = shipsels[y][x + 1].getPos();
                    GL11.glColor4f(c.r, c.g, c.b, c.a);
                    GL11.glVertex3d(cam.transformX(pos.x), cam.transformY(pos.y), 1);
                }
            }
        }
    }
    GL11.glEnd();
    GL11.glLineWidth(1);

    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
}

From source file:de.sanandrew.mods.turretmod.client.render.tileentity.RenderItemTransmitter.java

License:Creative Commons License

private static void renderTooltipRod(Tessellator tessellator, float size) {
    GL11.glDisable(GL11.GL_TEXTURE_2D);/* w ww .j ava 2 s. c  o m*/
    GL11.glLineWidth(10.0F);
    tessellator.startDrawing(GL11.GL_LINES);
    tessellator.setColorOpaque_I(0x001E10);
    tessellator.addVertex(0.0D, 0.5D * size + 0.635D, -0.01D);
    tessellator.addVertex(0.0D, 0.635D, -0.01D);
    tessellator.draw();
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}

From source file:eu.over9000.veya.Veya.java

License:Open Source License

private static void init() throws LWJGLException {
    final Canvas canvas = new Canvas();
    frame = new Frame();
    frame.add(canvas);//from  w w w.jav a 2  s  .  com
    frame.setSize(1280, 720);
    frame.setLocationByPlatform(true);
    frame.setVisible(true);
    frame.setExtendedState(Frame.MAXIMIZED_BOTH);
    frame.setIconImage(loadIcon());

    Display.setParent(canvas);
    Display.create(new PixelFormat().withSamples(4).withDepthBits(24), new ContextAttribs(3, 3));

    System.out.println("OpenGL version: " + GL11.glGetString(GL11.GL_VERSION));
    System.out.println("Java version: " + System.getProperty("java.version"));
    System.out.println("graphics adapter: " + Display.getAdapter());

    Veya.program_normal = new Program("normal",
            new String[] { "modelMatrix", "viewMatrix", "projectionMatrix", "lightPosition", "lightColor",
                    "lightFactors", "colorSwitch", "aoSwitch", "cameraPosition", "lightSpaceMatrix",
                    "textureData", "shadowMap" });
    Veya.program_shadow = new Program("shadow", new String[] { "modelMatrix", "lightSpaceMatrix" });
    Veya.program_debug = new Program("debug", new String[] { "near_plane", "far_plane" });

    Util.checkGLError();

    Veya.camera = new Camera(-40, 120, -40);
    Veya.scene = new Scene(1337);

    Util.checkGLError();

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glLineWidth(2.5f);

    Util.checkGLError();

    GL11.glEnable(GL31.GL_PRIMITIVE_RESTART);
    GL31.glPrimitiveRestartIndex(Veya.RESTART);
    GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
    GL11.glClearColor(124f / 255f, 169f / 255f, 255f / 255f, 1.0f);

    Mouse.setGrabbed(true);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    Console.start();
}