List of usage examples for org.lwjgl.opengl GL11 glLoadIdentity
public static native void glLoadIdentity();
From source file:io.flob.blackheart.DisplayDriver.java
License:Open Source License
public void mode_2D() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix();/*from w w w . j a v a2s . c om*/ GL11.glLoadIdentity(); GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 0, 1); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glDisable(GL11.GL_FOG); }
From source file:io.flob.blackheart.DisplayDriver.java
License:Open Source License
public void mode_3D() { GL11.glEnable(GL11.GL_DEPTH_TEST);/* ww w .ja v a2s . c o m*/ GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_FOG); }
From source file:io.flob.blackheart.IMob.java
License:Open Source License
public void _look_through() { GL11.glLoadIdentity(); GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f); GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f); float off_set = 0F; if (moving) { off_set = -bias - (Level.grid_size / 50); }//from w w w. ja va 2 s.co m GL11.glTranslatef(-camera().getX(), -camera().getY() - off_set, -camera().getZ()); }
From source file:io.flob.clicker.DisplayDriver.java
License:Open Source License
private void init_GL() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, -1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity();//from w ww . j av a 2 s .co m GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.1f, 0.1f, 0.1f, 1.0f); 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); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }
From source file:io.github.SolidStudiosTeam.Flicker.engine.GameLoop.java
License:Open Source License
@Override public void initGL() { /* Enable 2D textures. */ GL11.glEnable(GL11.GL_TEXTURE_2D);//from w w w . jav a2 s . co m /* 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:io.root.gfx.glutils.GL.java
License:Apache License
public static void glLoadIdentity() { GL11.glLoadIdentity(); }
From source file:ion2d.INDirector.java
License:Open Source License
public static void setProjection(ProjectionFormat format) { if (Display.isCreated() == false) return;// w ww .j a v a2 s. co m Dimension screen = getScreenSize(); switch (format) { case DirectorProjection2D: GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, screen.width, 0, screen.height, -1000, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); break; case DirectorProjection3D: GL11.glViewport(0, 0, screen.width, screen.height); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); float aspect = (screen.width * 1.0f) / (screen.height * 1.0f); GLU.gluPerspective(55, aspect, 0, screen.height + screen.width); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GLU.gluLookAt(screen.width / 2, screen.height / 2, getZEye(), screen.width / 2, screen.height / 2, 0.0f, 0.0f, 1.0f, 0.0f); break; } instance.currentProjection = format; }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Backup the current state of the relevant OpenGL state and change it to * what's needed to draw the curve.// w w w .j av a 2s. c o m */ private RenderState startRender() { RenderState state = new RenderState(); state.smoothedPoly = GL11.glGetBoolean(GL11.GL_POLYGON_SMOOTH); state.blendEnabled = GL11.glGetBoolean(GL11.GL_BLEND); state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST); state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK); state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D); state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE); state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM); state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING); GL11.glDisable(GL11.GL_POLYGON_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL14.glBlendEquation(GL14.GL_FUNC_ADD); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); GL20.glUseProgram(0); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); return state; }
From source file:jake2.desktop.LWJGLAdapter.java
License:Open Source License
@Override public void glLoadIdentity() { GL11.glLoadIdentity(); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setMatrix(float[] values) { if (values != null) { GL11.glLoadMatrix(getDirectBuffer(values)); } else {/* ww w.ja va2s .com*/ GL11.glLoadIdentity(); } }