Example usage for org.lwjgl.opengl GL11 glOrtho

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

Introduction

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

Prototype

public static native void glOrtho(@NativeType("GLdouble") double l, @NativeType("GLdouble") double r,
        @NativeType("GLdouble") double b, @NativeType("GLdouble") double t, @NativeType("GLdouble") double n,
        @NativeType("GLdouble") double f);

Source Link

Document

Manipulates the current matrix with a matrix that produces parallel projection, in such a way that the coordinates (lb – n)T and (rt – n)T specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the window, respectively (assuming that the eye is located at (0 0 0)T).

Usage

From source file:com.badlogic.gdx.backends.lwjgl.LwjglGL10.java

License:Apache License

public final void glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) {
    GL11.glOrtho(left, right, bottom, top, zNear, zFar);
}

From source file:com.dbi.games.fortress.ui.MainAppWindow.java

License:Open Source License

/**
 * Creates new form MainAppWin//from ww w  .  j  a v  a 2  s  .co  m
 */
public MainAppWindow() {
    initComponents();

    glCanvas.addComponentListener(new ComponentListener() {
        public void componentShown(ComponentEvent e) {
            setNeedValidation();
        }

        public void componentResized(ComponentEvent e) {
            setNeedValidation();
        }

        public void componentMoved(ComponentEvent e) {
            setNeedValidation();
        }

        public void componentHidden(ComponentEvent e) {
            setNeedValidation();
        }
    });

    File currentDir = new File("lib/natives");
    if (!currentDir.exists()) {
        //            JOptionPane.showMessageDialog(null, "directory location: "+currentDir.getAbsolutePath()+" does not exist!");
        currentDir = new File("build/libs/natives");
    }
    Logger.getLogger("LWJGLThread").log(Level.INFO, "LWJGL directory is " + currentDir.getAbsolutePath());

    System.setProperty("org.lwjgl.librarypath", currentDir.getAbsolutePath());

    Thread glThread = new Thread("GLThread") {

        @Override
        public void run() {
            long lastFrame = System.nanoTime();
            long currentFrame;
            try {
                Display.setParent(glCanvas);
                Display.create();

                GL11.glEnable(GL11.GL_TEXTURE_2D);
                GL11.glEnable(GL11.GL_BLEND);
                GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
                GL11.glDisable(GL11.GL_DEPTH_TEST);
                GL11.glClearColor(0f, 0f, 0f, 0f);
                GL11.glMatrixMode(GL11.GL_PROJECTION);
                GL11.glLoadIdentity();
                GL11.glOrtho(0f, (float) glCanvas.getWidth(), (float) glCanvas.getHeight(), 0f, -1, 1);
                GL11.glMatrixMode(GL11.GL_MODELVIEW);
                GL11.glLoadIdentity();
                GL11.glViewport(0, 0, glCanvas.getWidth(), glCanvas.getHeight());

                MainEngine.get().graphicsEngine().buildDefaultRenderers();

                while (MainEngine.get().isRunning()) {
                    try {
                        currentFrame = System.nanoTime();

                        MainEngine.get().renderScene(currentFrame - lastFrame);

                        lastFrame = currentFrame;

                        Display.update();

                        if (needUpdateViewport) {
                            needUpdateViewport = false;

                            GL11.glMatrixMode(GL11.GL_PROJECTION);
                            GL11.glLoadIdentity();
                            GL11.glOrtho(0, glCanvas.getWidth(), glCanvas.getHeight(), 0, -1, 1);
                            GL11.glViewport(0, 0, glCanvas.getWidth(), glCanvas.getHeight());
                        }
                    } catch (Throwable ex) {
                        ex.printStackTrace();
                        Logger.getLogger("LWJGLThread").log(Level.SEVERE,
                                "There was a SEROUS uncaught error in the render thread.  Shutting down.  Please restart!",
                                ex);
                        MainEngine.get().shutdown();
                    }
                }
            } catch (Throwable ex) {
                throw new RuntimeException("There was an issue starting LWJGL!", ex);
            }
        }

    };
    glThread.start();
}

From source file:com.dyonovan.tcnodetracker.lib.truetyper.FontHelper.java

License:Open Source License

private static void set2DMode(FloatBuffer matrixData) {
    Minecraft mc = Minecraft.getMinecraft();
    ScaledResolution sr = new ScaledResolution(mc.getMinecraft(), mc.displayWidth, mc.displayHeight);
    mc.entityRenderer.setupOverlayRendering();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();//from   w w w .  java  2 s  . c o m
    //GL11.glLoadMatrix(matrixData);

    GL11.glLoadIdentity();
    GL11.glOrtho(0, mc.displayWidth, 0, mc.displayHeight, -1, 1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();

    Matrix4f matrix = new Matrix4f();
    matrix.load(matrixData);
    GL11.glTranslatef(matrix.m30 * sr.getScaleFactor(), -matrix.m31 * sr.getScaleFactor(), 0f);

}

From source file:com.gameminers.mav.render.Rendering.java

License:Open Source License

public static void beforeFrame(int width, int height) {
    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();/*from w  w  w  .  j  a  v  a 2s.  c om*/
    GL11.glOrtho(0, width, height, 0, 100, -100);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
}

From source file:com.golden.gamedev.engine.lwjgl.LWJGLMode.java

License:Open Source License

private void initGL() {
    // init GL//from w  w  w .  j a v a 2 s . c om
    // enable textures since we're going to use these for our sprites
    GL11.glEnable(GL11.GL_TEXTURE_2D);

    // disable the OpenGL depth test since we're rendering 2D graphics
    GL11.glDisable(GL11.GL_DEPTH_TEST);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    GL11.glOrtho(0, this.size.width, this.size.height, 0, -1, 1);

    // enable transparency
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:com.irr310.i3d.scene.I3dCamera.java

License:Open Source License

public void display(float width, float height) {

    this.currentWidth = width;
    this.currentHeight = height;

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();//from   w w  w.  j  av a 2  s  .c om
    GL11.glOrtho(0, width, 0, height, -2000.0, 2000.0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    backgroundScene.display(this);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    initPerspective();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    GL11.glPushMatrix();

    configureView(glu);

    if (!configured) {
        configured = true;
        if (cameraInitialisation != null) {
            cameraInitialisation.run();
            cameraInitialisation = null;
        }
    }

    GL11.glColor3f(1, 0, 0);
    GL11.glBegin(GL11.GL_LINES);
    GL11.glVertex3d(0, 0, 0);
    GL11.glVertex3d(100, 100, 100);
    GL11.glEnd();

    preDisplayScene();
    if (currentScene != null) {
        currentScene.display(this);
    }
    postDisplayScene();

    preDisplayGui();
    postDisplayGui();

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, width, 0, height, -2000.0, 2000.0);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    hudScene.display(this);

    GL11.glPopMatrix();

}

From source file:com.kauridev.lunarfever.Lunar.java

License:Open Source License

private void initOpenGL() {
    try {//from   w  w  w  .  ja  v  a 2 s .com
        Display.setDisplayMode(new DisplayMode(TARGET_WIDTH, TARGET_HEIGHT));
        Display.setTitle("Lunar Fever");
        Display.setFullscreen(false);
        Display.create();
    } catch (LWJGLException e) {
        e.printStackTrace();
    }

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

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, TARGET_WIDTH, 0, TARGET_HEIGHT, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
}

From source file:com.lukke100.sbdi.Sbdi.java

License:Open Source License

public static void main(String[] args) {
    System.out.println("Beginning Main Method");
    JyInjector jyInjector = new JyInjector();
    jyInjector.main();//from  www.j  a  va2  s  .  c o  m
    try {
        Display.setDisplayMode(new DisplayMode(640, 480));
        Display.create();
        Display.setVSyncEnabled(true);
    } catch (LWJGLException e) {
        e.printStackTrace();
        System.exit(0);
    }
    GL11.glOrtho(0, 640, 0, 480, 0, 1);
    GL11.glTranslated(.5d, .5d, 0f);
    RenderBuffer.init();

    setActiveMap(new DebugMap(1024, 1024));
    final DebugEntity player = new DebugEntity(128, 128);
    DebugEntity temp = new DebugEntity(130, 128);
    activeCamera = new Camera(0, 0, 16, 12);
    activeCamera.center(player);
    player.queueRender(RenderLayer.ENTITY0);
    temp.queueRender(RenderLayer.ENTITY0);

    Input.addKeyTotal(Keyboard.KEY_RIGHT, Keyboard.KEY_LEFT, new Execute() {
        @Override
        public void exec() {
            player.goRight();

        }
    }, new Execute() {
        @Override
        public void exec() {
            player.idleX();

        }
    }, new Execute() {

        @Override
        public void exec() {
            player.goLeft();

        }
    });

    Input.addKeyTotal(Keyboard.KEY_UP, Keyboard.KEY_DOWN, new Execute() {

        @Override
        public void exec() {
            player.goUp();

        }
    }, new Execute() {

        @Override
        public void exec() {
            player.idleY();

        }
    }, new Execute() {

        @Override
        public void exec() {
            player.goDown();

        }
    });

    System.gc();
    while (!Display.isCloseRequested()) {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
        Input.parseHotkeys();
        activeMap.markMoving(player);
        activeMap.markMoving(temp);
        activeMap.moveAll(true);
        activeCamera.center(player);
        Display.setTitle("COORDS: " + player.getxCoord() + " (" + player.getxTile() + "), " + player.getyCoord()
                + " (" + player.getyTile() + "), " + " - MEM: " + memUsage('m'));
        RenderBuffer.process();
        activeCamera.debugTiles();
        FPSCounter.update();
        Display.sync(240);
        Display.update();
    }
    Display.destroy();
    //jyInjector.exit();
}

From source file:com.mtbs3d.minecrift.VRRenderer.java

License:LGPL

public void renderGUIandWorld(float renderPartialTicks) {
    this.farPlaneDistance = (float) this.mc.gameSettings.ofRenderDistanceFine;

    if (Config.isFogFancy()) {
        this.farPlaneDistance *= 0.95F;
    }// www  .  jav  a2  s . c  om

    if (Config.isFogFast()) {
        this.farPlaneDistance *= 0.83F;
    }

    if (this.prevFarPlaneDistance != this.farPlaneDistance) {
        _FBOInitialised = false;
        this.prevFarPlaneDistance = this.farPlaneDistance;
    }

    //Ensure FBO are in place and initialized
    if (!setupFBOs())
        return;

    boolean guiShowingThisFrame = false;
    int mouseX = 0;
    int mouseY = 0;
    ScaledResolution var15 = new ScaledResolution(this.mc.gameSettings, this.mc.displayWidth,
            this.mc.displayHeight);
    int var16 = var15.getScaledWidth();
    int var17 = var15.getScaledHeight();

    if ((this.mc.theWorld != null && !this.mc.gameSettings.hideGUI && this.mc.thePlayer.getSleepTimer() == 0)
            || this.mc.currentScreen != null || this.mc.loadingScreen.isEnabled()) {
        //Render all UI elements into guiFBO
        mouseX = Mouse.getX() * var16 / this.mc.displayWidth;
        mouseY = var17 - Mouse.getY() * var17 / this.mc.displayHeight - 1;

        guiFBO.bindRenderTarget();

        GL11.glViewport(0, 0, this.mc.displayWidth, this.mc.displayHeight);
        GL11.glClearColor(0, 0, 0, 0);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GL11.glOrtho(0.0D, var15.getScaledWidth_double(), var15.getScaledHeight_double(), 0.0D, 1000.0D,
                3000.0D);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GL11.glTranslatef(0.0F, 0.0F, -2000.0F);
        guiShowingThisFrame = true;
    }

    // Display loading / progress window if necessary
    if (this.mc.loadingScreen.isEnabled()) {
        this.mc.loadingScreen.vrRender(var16, var17);
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    } else if (this.mc.theWorld != null && !this.mc.gameSettings.hideGUI && !this.blankGUIUntilWorldValid) {
        //Disable any forge gui crosshairs and helmet overlay (pumkinblur)
        if (Reflector.ForgeGuiIngame_renderCrosshairs.exists()) {
            Reflector.ForgeGuiIngame_renderCrosshairs.setValue(false);
            Reflector.ForgeGuiIngame_renderHelmet.setValue(false);
        }
        //Draw in game GUI
        this.mc.ingameGUI.renderGameOverlay(renderPartialTicks, this.mc.currentScreen != null, mouseX, mouseY);
        guiAchievement.updateAchievementWindow();
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    }

    if (this.blankGUIUntilWorldValid) {
        if (this.mc.theWorld != null)
            this.blankGUIUntilWorldValid = false;
    }

    if (this.mc.loadingScreen.isEnabled() == false && this.mc.currentScreen != null
            && !this.blankGUIUntilWorldValid) {
        try {
            this.mc.currentScreen.drawScreen(mouseX, mouseY, renderPartialTicks);
        } catch (Throwable var13) {
            CrashReport var11 = CrashReport.makeCrashReport(var13, "Rendering screen");
            throw new ReportedException(var11);
        }

        GL11.glDisable(GL11.GL_LIGHTING); //inventory messes up fog color sometimes... This fixes
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        drawMouseQuad(mouseX, mouseY);
    }

    //Setup render target
    if (mc.vrSettings.useDistortion) {
        preDistortionFBO.bindRenderTarget();
    } else if (this.mc.vrSettings.useSupersample) {
        postDistortionFBO.bindRenderTarget();
        eyeRenderParams._renderScale = 1.0f;
    } else {
        unbindFBORenderTarget();
        eyeRenderParams._renderScale = 1.0f;
    }

    GL11.glClearColor(0, 0, 0, 1);
    GL11.glEnable(GL11.GL_SCISSOR_TEST);

    if (this.mc.theWorld != null) {
        //If we're in-game, render in-game stuff
        this.mc.mcProfiler.startSection("level");

        if (this.mc.renderViewEntity == null) {
            this.mc.renderViewEntity = this.mc.thePlayer;
        }

        EntityLivingBase renderViewEntity = this.mc.renderViewEntity;
        this.mc.mcProfiler.endStartSection("center");

        //Used by fog comparison, 3rd person camera/block collision detection
        renderOriginX = renderViewEntity.lastTickPosX
                + (renderViewEntity.posX - renderViewEntity.lastTickPosX) * (double) renderPartialTicks;
        renderOriginY = renderViewEntity.lastTickPosY
                + (renderViewEntity.posY - renderViewEntity.lastTickPosY) * (double) renderPartialTicks;
        renderOriginZ = renderViewEntity.lastTickPosZ
                + (renderViewEntity.posZ - renderViewEntity.lastTickPosZ) * (double) renderPartialTicks;

        if (this.mc.currentScreen == null) {
            this.mc.mcProfiler.endStartSection("pick");
            getPointedBlock(renderPartialTicks);
        }

        // Update sound engine
        setSoundListenerOrientation();

    }

    //Update gui Yaw
    if (guiShowingThisFrame && !guiShowingLastFrame) {
        guiHeadYaw = this.cameraYaw - this.mc.lookaimController.getBodyYawDegrees();
    }
    guiShowingLastFrame = guiShowingThisFrame;

    //Now, actually render world
    for (int renderSceneNumber = 0; renderSceneNumber < 2; ++renderSceneNumber) {
        setupEyeViewport(renderSceneNumber);

        this.mc.mcProfiler.endStartSection("camera");
        //transform camera with pitch,yaw,roll + neck model + game effects 
        setupCameraTransform(renderPartialTicks, renderSceneNumber);

        if (this.mc.theWorld != null) {
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glPushMatrix();

            this.renderWorld(renderPartialTicks, 0L, renderSceneNumber);
            this.disableLightmap(renderPartialTicks);

            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glPopMatrix();
        } else {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black
            GL11.glDisable(GL11.GL_BLEND);
        }

        if (guiShowingThisFrame) {
            GL11.glPushMatrix();
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            guiFBO.bindTexture();

            // Prevent black border at top / bottom of GUI
            GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
            GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

            if (this.mc.theWorld != null && this.mc.vrSettings.hudLockToHead) {
                GL11.glLoadIdentity();

                if (renderSceneNumber == 0)
                    GL11.glMultMatrix(eyeRenderParams.gl_getLeftViewportTransform());
                else
                    GL11.glMultMatrix(eyeRenderParams.gl_getRightViewportTransform());

                GL11.glRotatef(180f - this.mc.vrSettings.hudYawOffset, 0f, 1f, 0f);
                GL11.glRotatef(-this.mc.vrSettings.hudPitchOffset, 1f, 0f, 0f);
                //                    GL11.glRotatef(cameraRoll, 0f, 0f, 1f);

                GL11.glTranslatef(0.0f, 0.0f,
                        this.mc.vrSettings.hudDistance - this.mc.vrSettings.eyeProtrusion);
                GL11.glRotatef(180f, 0f, 1f, 0f);//Not sure why this is necessary... normals/backface culling maybe?
            } else {
                float guiYaw = 0f;
                if (this.mc.theWorld != null) {
                    if (this.mc.vrSettings.lookMoveDecoupled)
                        guiYaw = this.mc.lookaimController.getBodyYawDegrees();
                    else
                        guiYaw = guiHeadYaw + this.mc.lookaimController.getBodyYawDegrees();

                    guiYaw -= this.mc.vrSettings.hudYawOffset;
                } else
                    guiYaw = guiHeadYaw + this.mc.lookaimController.getBodyYawDegrees();
                GL11.glRotatef(-guiYaw, 0f, 1f, 0f);

                float guiPitch = 0f;

                if (this.mc.theWorld != null)
                    guiPitch = -this.mc.vrSettings.hudPitchOffset;

                //                    if( this.mc.vrSettings.allowMousePitchInput)
                //                        guiPitch += this.mc.lookaimController.getBodyPitchDegrees();

                GL11.glRotatef(guiPitch, 1f, 0f, 0f);

                GL11.glTranslatef(0.0f, 0.0f, this.mc.vrSettings.hudDistance);
                GL11.glRotatef(180f, 0f, 1f, 0f);//Not sure why this is necessary... normals/backface culling maybe?
            }

            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            if (this.mc.theWorld != null)
                GL11.glColor4f(1, 1, 1, this.mc.vrSettings.hudOpacity);
            else
                GL11.glColor4f(1, 1, 1, 1);
            if (!this.mc.vrSettings.hudOcclusion)
                GL11.glDisable(GL11.GL_DEPTH_TEST);

            drawQuad2(this.mc.displayWidth, this.mc.displayHeight,
                    this.mc.vrSettings.hudScale * this.mc.vrSettings.hudDistance);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_DEPTH_TEST);

            GL11.glPopMatrix();

            unbindTexture();
            //mc.checkGLError("GUI");
        }

        if (calibrationHelper != null) {
            float x = lookX * mc.vrSettings.hudDistance;
            float y = lookY * mc.vrSettings.hudDistance;
            float z = lookZ * mc.vrSettings.hudDistance;

            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glPushMatrix();
            GL11.glTranslatef(x, y, z);
            GL11.glRotatef(-this.cameraYaw, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(this.cameraPitch, 1.0F, 0.0F, 0.0F);
            GL11.glRotatef(this.cameraRoll, 0.0F, 0.0F, 1.0F);
            float textScale = (float) Math.sqrt((x * x + y * y + z * z));
            GL11.glScalef(-INITIAL_CALIBRATION_TEXT_SCALE * textScale,
                    -INITIAL_CALIBRATION_TEXT_SCALE * textScale, -INITIAL_CALIBRATION_TEXT_SCALE * textScale);
            String calibrating = "Calibrating " + calibrationHelper.currentPlugin.getName() + "...";
            mc.fontRenderer.drawStringWithShadow(calibrating, -mc.fontRenderer.getStringWidth(calibrating) / 2,
                    -8, /*white*/16777215);
            String calibrationStep = calibrationHelper.calibrationStep;
            //                mc.fontRenderer.drawStringWithShadow(calibrationStep, -mc.fontRenderer.getStringWidth(calibrationStep)/2, 8, /*white*/16777215);

            int column = 8;
            ArrayList<String> wrapped = new ArrayList<String>();
            Utils.wordWrap(calibrationStep, CALIBRATION_TEXT_WORDWRAP_LEN, wrapped);
            for (String line : wrapped) {
                mc.fontRenderer.drawStringWithShadow(line, -mc.fontRenderer.getStringWidth(line) / 2, column,
                        /*white*/16777215);
                column += 16;
            }

            GL11.glPopMatrix();
            GL11.glEnable(GL11.GL_DEPTH_TEST);
        }
    }
    GL11.glDisable(GL11.GL_SCISSOR_TEST);

    doDistortionAndSuperSample();
    checkLatencyTester();

    // Finish frame
    GL11.glFinish();

    // Get end frame timings
    endFrameTimeNanos = startVSyncPeriodNanos = System.nanoTime();
    long frameTime = endFrameTimeNanos - startFrameRenderNanos;
    addRenderFrameTimeNanos(frameTime);

    mc.checkGLError("After render world and GUI");
}

From source file:com.n8lm.zener.nifty.NiftyGUISystem.java

License:Open Source License

@Override
protected void processSystem() {

    glViewport(0, 0, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight());

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();/*from   ww  w  .j a v a 2s. c om*/
    GL11.glOrtho(0, game.getContainer().getWidth(), game.getContainer().getHeight(), 0, -9999, 9999);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    glPushAttrib(GL_ENABLE_BIT);

    GL11.glDisable(GL11.GL_DEPTH_TEST);

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

    GL11.glDisable(GL11.GL_CULL_FACE);

    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_NOTEQUAL, 0);

    GL11.glDisable(GL11.GL_LIGHTING);

    // Back to GL Texture 0 Unit
    glActiveTexture(GL_TEXTURE0);
    glEnable(GL_TEXTURE_2D);
    //glBindTexture();

    nifty.update();
    nifty.render(false);

    glPopAttrib();

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
}