Example usage for org.lwjgl.opengl GL11 glVertex3d

List of usage examples for org.lwjgl.opengl GL11 glVertex3d

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glVertex3d.

Prototype

public static native void glVertex3d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y,
        @NativeType("GLdouble") double z);

Source Link

Document

Double version of #glVertex3f Vertex3f .

Usage

From source file:com.github.begla.blockmania.rendering.Primitives.java

License:Apache License

/**
 * @param scaleX    Scale along the x-axis
 * @param scaleY    Scale along the y-axis
 * @param scaleZ    Scale along the z-axis
 * @param x         Position on the x-axis
 * @param y         Position on the y-axis
 * @param z         Position on the z-axis
 * @param drawLeft// ww  w  .j av a2  s. c  om
 * @param drawRight
 * @param drawFront
 * @param drawBack
 */
public static void drawCloud(double scaleX, double scaleY, double scaleZ, double x, double y, double z,
        boolean drawLeft, boolean drawRight, boolean drawFront, boolean drawBack) {

    // Top Face
    GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
    GL11.glTexCoord2f(0.0f, 0.5f);
    GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.5f, 0.0f);
    GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.5f, 0.5f);
    GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);

    // Back Face
    if (drawBack) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
    }

    // Left Face
    if (drawLeft) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.0f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
    }
    // Right face
    if (drawRight) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, -0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
    }

    // Front face
    if (drawFront) {
        GL11.glColor4f(CLOUD_COLOR_2.x, CLOUD_COLOR_2.y, CLOUD_COLOR_2.z, CLOUD_COLOR_2.w);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.0f);
        GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.5f, 0.5f);
        GL11.glVertex3d(0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
        GL11.glTexCoord2f(0.0f, 0.5f);
        GL11.glVertex3d(-0.5 * scaleX + x, 0.5 * scaleY + y, 0.5 * scaleZ + z);
    }

    // Bottom Face
    GL11.glColor4f(CLOUD_COLOR_1.x, CLOUD_COLOR_1.y, CLOUD_COLOR_1.z, CLOUD_COLOR_1.w);
    GL11.glTexCoord2f(0.5f, 0.5f);
    GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.0f, 0.5f);
    GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, -0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3d(0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
    GL11.glTexCoord2f(0.5f, 0.0f);
    GL11.glVertex3d(-0.5 * scaleX + x, -0.5 * scaleY + y, 0.5 * scaleZ + z);
}

From source file:com.github.jtse.puzzle.ogl.Textures.java

License:Apache License

public static void renderImage(Texture texture, int x, int y, int z) {
    // Color.white.bind();
    // texture.bind(); // or GL11.glBind(texture.getTextureID());
    //GL11.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    GL11.glBindTexture(GL_TEXTURE_2D, texture.getTextureID());

    // GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE,
    // GL11.GL_MODULATE );

    // when texture area is small, bilinear filter the closest mipmap

    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
    // GL11.GL_LINEAR_MIPMAP_NEAREST );
    // when texture area is large, bilinear filter the first mipmap
    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
    // GL11.GL_LINEAR );

    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S,
    // GL11.GL_CLAMP );
    // GL11.glTexParameterf( GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T,
    // GL11.GL_CLAMP );

    glBegin(GL11.GL_QUADS);/*from  w  w w  .j  av  a 2  s  .  c om*/

    GL11.glTexCoord2d(0.0d, 0.0d);
    GL11.glVertex3d(x, y, z);

    // It's 0.99 instead of 1.0 because 1.0 creates edge artifacts
    GL11.glTexCoord2d(0.99d, 0.0d);
    GL11.glVertex3d(x + texture.getTextureWidth(), y, z);

    GL11.glTexCoord2d(0.99d, 0.99d);
    GL11.glVertex3d(x + texture.getTextureWidth(), y + texture.getTextureHeight(), z);

    GL11.glTexCoord2d(0.0d, 0.99d);
    GL11.glVertex3d(x, y + texture.getTextureHeight(), z);

    glEnd();
}

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();/* w  w w . ja  v a 2 s . co  m*/
    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.irr310.i3d.scene.I3dEye3DCamera.java

License:Open Source License

private void displayTarget() {

    GL11.glColor4f(1.0f, 0.5f, 0.5f, 0.8f);
    GL11.glLineWidth(1.2f);/*from   ww  w . ja  v  a2s  .  c  o m*/
    GL11.glBegin(GL11.GL_LINES);
    {

        GL11.glColor4f(1.0f, 0.0f, 0.0f, 0.8f);
        GL11.glVertex3d(-1, 0, 0);
        GL11.glVertex3d(1, 0, 0);

        GL11.glVertex3d(0.9, 0.1, 0);
        GL11.glVertex3d(1, 0, 0);

        GL11.glVertex3d(0.9, -0.1, 0);
        GL11.glVertex3d(1, 0, 0);

        // y
        GL11.glColor4f(0.0f, 1.0f, 0.0f, 0.8f);
        GL11.glVertex3d(0, -1, 0);
        GL11.glVertex3d(0, 1, 0);

        GL11.glVertex3d(0.1, 0.9, 0);
        GL11.glVertex3d(0, 1, 0);

        GL11.glVertex3d(-0.1, 0.9, 0);
        GL11.glVertex3d(0, 1, 0);

        // z
        GL11.glColor4f(0.0f, 0.0f, 1.0f, 0.8f);
        GL11.glVertex3d(0, 0, -1);
        GL11.glVertex3d(0, 0, 1);

        GL11.glVertex3d(0.1, 0, 0.9);
        GL11.glVertex3d(0, 0, 1);

        GL11.glVertex3d(-0.1, 0, 0.9);
        GL11.glVertex3d(0, 0, 1);

    }
    GL11.glEnd();

    GL11.glPointSize(1.2f);
    GL11.glBegin(GL11.GL_POINTS);
    {
        GL11.glVertex3d(position.x, position.y, position.z);

    }
    GL11.glEnd();

}

From source file:com.lothrazar.cyclicmagic.data.Vector3.java

License:Open Source License

@SideOnly(Side.CLIENT)
public void glVertex() {
    GL11.glVertex3d(x, y, z);
}

From source file:com.mrcrayfish.furniture.render.tileentity.BlenderRenderer.java

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tileEntity, double posX, double posY, double posZ, float p_180535_8_,
        int p_180535_9_) {
    TileEntityBlender blender = (TileEntityBlender) tileEntity;
    ItemStack[] ingredients = blender.getIngredients();

    GL11.glPushMatrix();/*  ww  w  .j av  a  2  s  .  c om*/
    GL11.glTranslatef((float) posX + 0.5F, (float) posY + 0.2F, (float) posZ + 0.5F);
    GL11.glScalef(0.65F, 0.65F, 0.65F);
    entityFood.hoverStart = 0.0F;
    for (int i = 0; i < ingredients.length; i++) {
        if (ingredients[i] != null) {
            entityFood.setEntityItemStack(ingredients[i]);
            GL11.glRotatef(i * -90F, 0, 1, 0);
            GL11.glRotatef(blender.progress * 18F, 0, 1, 0);
            Minecraft.getMinecraft().getRenderManager().renderEntityWithPosYaw(entityFood, 0.0D, 0.2D, 0.0D,
                    0.0F, 0.0F);
        }
    }
    GL11.glPopMatrix();

    if (blender.isBlending() | blender.drinkCount > 0) {
        Tessellator tessellator = Tessellator.getInstance();
        GL11.glPushMatrix();
        GL11.glTranslatef((float) posX + 0.5F, (float) posY + 0.05F, (float) posZ + 0.5F);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
        GL11.glDisable(GL11.GL_CULL_FACE);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glEnable(GL11.GL_BLEND);

        float alpha = blender.isBlending() ? (blender.progress / 200F) : (blender.drinkCount > 0 ? 1.0F : 0.0F);
        GL11.glColor4f(blender.currentRed / 255F, blender.currentGreen / 255F, blender.currentBlue / 255F,
                alpha);

        float height = blender.isBlending() ? 0.8F : (0.275F + (0.525F * (blender.drinkCount / 6F)));
        GL11.glBegin(GL11.GL_QUADS);

        // North Face
        GL11.glVertex3d(-0.2, 0.275, -0.2);
        GL11.glVertex3d(0.2, 0.275, -0.2);
        GL11.glVertex3d(0.2, height, -0.2);
        GL11.glVertex3d(-0.2, height, -0.2);

        // South Face
        GL11.glVertex3d(-0.2, 0.275, 0.2);
        GL11.glVertex3d(0.2, 0.275, 0.2);
        GL11.glVertex3d(0.2, height, 0.2);
        GL11.glVertex3d(-0.2, height, 0.2);

        // West Face
        GL11.glVertex3d(-0.2, 0.275, -0.2);
        GL11.glVertex3d(-0.2, 0.275, 0.2);
        GL11.glVertex3d(-0.2, height, 0.2);
        GL11.glVertex3d(-0.2, height, -0.2);

        // East Face
        GL11.glVertex3d(0.2, 0.275, -0.2);
        GL11.glVertex3d(0.2, 0.275, 0.2);
        GL11.glVertex3d(0.2, height, 0.2);
        GL11.glVertex3d(0.2, height, -0.2);

        // Top Face
        GL11.glVertex3d(-0.2, height, -0.2);
        GL11.glVertex3d(0.2, height, -0.2);
        GL11.glVertex3d(0.2, height, 0.2);
        GL11.glVertex3d(-0.2, height, 0.2);

        // Bottom Face
        GL11.glVertex3d(-0.2, 0.275, -0.2);
        GL11.glVertex3d(0.2, 0.275, -0.2);
        GL11.glVertex3d(0.2, 0.275, 0.2);
        GL11.glVertex3d(-0.2, 0.275, 0.2);

        GL11.glEnd();

        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0.5F);

        GL11.glPopMatrix();
    }
}

From source file:com.mrcrayfish.furniture.render.tileentity.CupRenderer.java

License:Open Source License

@Override
public void renderTileEntityAt(TileEntity tileEntity, double posX, double posY, double posZ, float p_180535_8_,
        int p_180535_9_) {
    TileEntityCup tileEntityCup = (TileEntityCup) tileEntity;
    if (tileEntityCup.getDrink() != null) {
        Tessellator tessellator = Tessellator.getInstance();
        GL11.glPushMatrix();//from  ww w .  j av  a 2  s  . c om
        GL11.glTranslatef((float) posX + 0.5F, (float) posY, (float) posZ + 0.5F);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
        GL11.glDisable(GL11.GL_CULL_FACE);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glEnable(GL11.GL_BLEND);

        GL11.glColor4f(tileEntityCup.red / 255F, tileEntityCup.green / 255F, tileEntityCup.blue / 255F, 1.0F);

        GL11.glBegin(GL11.GL_QUADS);

        // North Face
        GL11.glVertex3d(-0.125, 0.5 * 0.0625, -0.125);
        GL11.glVertex3d(0.125, 0.5 * 0.0625, -0.125);
        GL11.glVertex3d(0.125, 0.4, -0.125);
        GL11.glVertex3d(-0.125, 0.4, -0.125);

        // South Face
        GL11.glVertex3d(-0.125, 0.5 * 0.0625, 0.125);
        GL11.glVertex3d(0.125, 0.5 * 0.0625, 0.125);
        GL11.glVertex3d(0.125, 0.4, 0.125);
        GL11.glVertex3d(-0.125, 0.4, 0.125);

        // West Face
        GL11.glVertex3d(-0.125, 0.5 * 0.0625, -0.125);
        GL11.glVertex3d(-0.125, 0.5 * 0.0625, 0.125);
        GL11.glVertex3d(-0.125, 0.4, 0.125);
        GL11.glVertex3d(-0.125, 0.4, -0.125);

        // East Face
        GL11.glVertex3d(0.125, 0.5 * 0.0625, -0.125);
        GL11.glVertex3d(0.125, 0.5 * 0.0625, 0.125);
        GL11.glVertex3d(0.125, 0.4, 0.125);
        GL11.glVertex3d(0.125, 0.4, -0.125);

        // Top Face
        GL11.glVertex3d(-0.125, 0.4, -0.125);
        GL11.glVertex3d(0.125, 0.4, -0.125);
        GL11.glVertex3d(0.125, 0.4, 0.125);
        GL11.glVertex3d(-0.125, 0.4, 0.125);

        // Bottom Face
        GL11.glVertex3d(-0.125, 0.5 * 0.0625, -0.125);
        GL11.glVertex3d(0.125, 0.5 * 0.0625, -0.125);
        GL11.glVertex3d(0.125, 0.5 * 0.0625, 0.125);
        GL11.glVertex3d(-0.125, 0.5 * 0.0625, 0.125);

        GL11.glEnd();

        GL11.glDisable(GL11.GL_BLEND);
        GL11.glEnable(GL11.GL_LIGHTING);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glAlphaFunc(GL11.GL_GREATER, 0.5F);

        GL11.glPopMatrix();
    }
}

From source file:com.teambr.bookshelf.client.gui.component.control.GuiComponentSideSelector.java

License:Creative Commons License

/**
 * Draws the highlights onto the block//from   w w w.  ja v a  2 s.c  o m
 * @param selections The colors to render
 */
private void drawHighlights(List<Pair<SidePicker.Side, Color>> selections) {
    GlStateManager.disableLighting();
    GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GlStateManager.enableBlend();
    GlStateManager.enableAlpha();
    GlStateManager.disableDepth();
    GlStateManager.disableTexture2D();

    GL11.glBegin(GL11.GL_QUADS);
    for (Pair<SidePicker.Side, Color> pair : selections) {
        if (pair.getRight() != null)
            RenderUtils.setColor(pair.getRight());

        switch (pair.getLeft()) {
        case XPos:
            GL11.glVertex3d(0.5, -0.5, -0.5);
            GL11.glVertex3d(0.5, 0.5, -0.5);
            GL11.glVertex3d(0.5, 0.5, 0.5);
            GL11.glVertex3d(0.5, -0.5, 0.5);
            break;
        case YPos:
            GL11.glVertex3d(-0.5, 0.5, -0.5);
            GL11.glVertex3d(-0.5, 0.5, 0.5);
            GL11.glVertex3d(0.5, 0.5, 0.5);
            GL11.glVertex3d(0.5, 0.5, -0.5);
            break;
        case ZPos:
            GL11.glVertex3d(-0.5, -0.5, 0.5);
            GL11.glVertex3d(0.5, -0.5, 0.5);
            GL11.glVertex3d(0.5, 0.5, 0.5);
            GL11.glVertex3d(-0.5, 0.5, 0.5);
            break;
        case XNeg:
            GL11.glVertex3d(-0.5, -0.5, -0.5);
            GL11.glVertex3d(-0.5, -0.5, 0.5);
            GL11.glVertex3d(-0.5, 0.5, 0.5);
            GL11.glVertex3d(-0.5, 0.5, -0.5);
            break;
        case YNeg:
            GL11.glVertex3d(-0.5, -0.5, -0.5);
            GL11.glVertex3d(0.5, -0.5, -0.5);
            GL11.glVertex3d(0.5, -0.5, 0.5);
            GL11.glVertex3d(-0.5, -0.5, 0.5);
            break;
        case ZNeg:
            GL11.glVertex3d(-0.5, -0.5, -0.5);
            GL11.glVertex3d(-0.5, 0.5, -0.5);
            GL11.glVertex3d(0.5, 0.5, -0.5);
            GL11.glVertex3d(0.5, -0.5, -0.5);
            break;
        default:
        }
    }

    GL11.glEnd();

    GlStateManager.disableBlend();
    GlStateManager.enableDepth();
    GlStateManager.enableTexture2D();
}

From source file:com.teambr.bookshelf.client.gui.component.display.GuiComponentColoredZone.java

License:Creative Commons License

/**
 * Called to render the component//w  w w  . j a  v a2s . c  o m
 */
@Override
public void render(int guiLeft, int guiTop, int mouseX, int mouseY) {
    color = getDynamicColor();
    GlStateManager.pushMatrix();
    GlStateManager.disableLighting();
    GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GlStateManager.enableBlend();
    GlStateManager.enableAlpha();
    GlStateManager.disableDepth();
    GlStateManager.disableTexture2D();
    GlStateManager.translate(xPos, yPos, 10);
    RenderUtils.setColor(color);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex3d(0, 0, 0);
    GL11.glVertex3d(0, height, 0);
    GL11.glVertex3d(width, height, 0);
    GL11.glVertex3d(width, 0, 0);
    GL11.glEnd();
    GlStateManager.disableBlend();
    GlStateManager.enableDepth();
    GlStateManager.enableTexture2D();
    GlStateManager.popMatrix();
}

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

License:Open Source License

@Override
public void draw() {
    GL11.glEnable(GL11.GL_DEPTH_TEST);//w ww .  ja  v a  2s . c o  m
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glColor4f(FloorColor.r, FloorColor.g, FloorColor.b, FloorColor.a);
    double h = Main.ClassicSinkingSim.getInstance().getCam().transformY(this.h);
    GL11.glVertex3d(-1, h, -0.8);
    GL11.glVertex3d(-1, -1, -0.8);
    GL11.glVertex3d(1, -1, -0.8);
    GL11.glVertex3d(1, h, -0.8);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_DEPTH_TEST);
}