List of usage examples for org.lwjgl.opengl GL11 glVertex3f
public static native void glVertex3f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
From source file:game.level.entities.mobs.enemies.Vampire.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(Facing * 90f, 0f, 0f, 1f); GL11.glEnable(GL11.GL_TEXTURE_2D);/*from ww w. ja v a 2 s . co m*/ Color.white.bind(); MobArt.Vampire.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-0.3f, -0.3f, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(0.3f, -0.3f, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(0.3f, 0.3f, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-0.3f, 0.3f, 0); // Topwards side // Top right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(18 / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(18f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Rightwards side // Top right GL11.glTexCoord2f(64f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom Right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Front // Bottom left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Top right GL11.glTexCoord2f(18f / 64f, 0); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Leftwards Side // Top right GL11.glTexCoord2f(64f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // TOP // Top right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Bottom left GL11.glTexCoord2f(0, 64f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 64f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); RenderHealthBar(); GL11.glEnd(); GL11.glRotatef(Facing * -90f, 0f, 0f, 1f); }
From source file:game.level.entities.mobs.enemies.Werewolf.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(Facing * 90f, 0f, 0f, 1f); GL11.glEnable(GL11.GL_TEXTURE_2D);//from w w w .j ava 2s . c o m Color.white.bind(); MobArt.Werewolf.bind(); GL11.glBegin(GL11.GL_QUADS); // Topwards side // Top right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(18 / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(18f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Rightwards side // Top right GL11.glTexCoord2f(64f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom Right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Front // Bottom left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Top right GL11.glTexCoord2f(18f / 64f, 0); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Leftwards Side // Top right GL11.glTexCoord2f(64f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // TOP // Top right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Bottom left GL11.glTexCoord2f(0, 64f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 64f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); RenderHealthBar(); GL11.glEnd(); GL11.glRotatef(Facing * -90f, 0f, 0f, 1f); }
From source file:game.level.entities.mobs.enemies.Zombie.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(Facing * 90f, 0f, 0f, 1f); GL11.glEnable(GL11.GL_TEXTURE_2D);//from w w w .j av a 2 s .co m Color.white.bind(); MobArt.Zombie.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-0.3f, -0.3f, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(0.3f, -0.3f, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(0.3f, 0.3f, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-0.3f, 0.3f, 0); // Topwards side // Top right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(18 / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(18f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Rightwards side // Top right GL11.glTexCoord2f(64f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom Right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Front // Bottom left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Top right GL11.glTexCoord2f(18f / 64f, 0); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Leftwards Side // Top right GL11.glTexCoord2f(64f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); // TOP // Top right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT); // Top left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT); // Bottom left GL11.glTexCoord2f(0, 64f / 64f); GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 64f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); RenderHealthBar(); GL11.glEnd(); GL11.glRotatef(Facing * -90f, 0f, 0f, 1f); }
From source file:game.level.entities.mobs.Mob.java
License:Open Source License
public void RenderHealthBar() { GL11.glDisable(GL11.GL_TEXTURE_2D);// www .j ava 2 s. c o m float HealthPercent = Statistics.GetHealthPercent() / 100; GL11.glColor3f(1, 0, 0); GL11.glVertex3f(-0.3f * HealthPercent, -0.1f, -3.1f); GL11.glVertex3f(0.3f * HealthPercent, -0.1f, -3.1f); GL11.glVertex3f(0.3f * HealthPercent, 0.1f, -3.1f); GL11.glVertex3f(-0.3f * HealthPercent, 0.1f, -3.1f); }
From source file:game.level.entities.mobs.player.Inventory.java
License:Open Source License
private void RenderSelectedTexture(int x, int y) { ItemArt.SelectedIcon.bind();//from w w w. ja v a 2 s. com GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(x, y, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(x, y + WidthRef, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(x + WidthRef, y + WidthRef, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(x + WidthRef, y, 0); GL11.glEnd(); }
From source file:game.level.entities.mobs.player.items.EquipableItem.java
License:Open Source License
@Override public void Render(int ScreenX, int ScreenY) { ItemArt.Equipables.bind();//w w w . j ava 2 s . com GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * XTextureRef, TEXTURE_QUAD_YLENGTH * YTextureRef); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * XTextureRef, TEXTURE_QUAD_YLENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * (XTextureRef + 1), TEXTURE_QUAD_YLENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX + IconWidth, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * (XTextureRef + 1), TEXTURE_QUAD_YLENGTH * YTextureRef); GL11.glVertex3f(ScreenX + IconWidth, ScreenY, 0); GL11.glEnd(); }
From source file:game.level.entities.mobs.player.items.StandardItem.java
License:Open Source License
@Override public void Render(int ScreenX, int ScreenY) { ItemArt.Items.bind();// w ww.j ava 2 s. co m GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * XTextureRef, TEXTURE_QUAD_LENGTH * YTextureRef); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * XTextureRef, TEXTURE_QUAD_LENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * (XTextureRef + 1), TEXTURE_QUAD_LENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX + IconWidth, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * (XTextureRef + 1), TEXTURE_QUAD_LENGTH * YTextureRef); GL11.glVertex3f(ScreenX + IconWidth, ScreenY, 0); GL11.glEnd(); }
From source file:game.level.entities.mobs.Player.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(Facing * 90f, 0f, 0f, 1f); GL11.glEnable(GL11.GL_TEXTURE_2D);//w w w.j a v a 2s . com Color.white.bind(); MobArt.Player.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-0.3f, -0.3f, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(0.3f, -0.3f, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(0.3f, 0.3f, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-0.3f, 0.3f, 0); // Topwards side // Top right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(18 / 64f, 36f / 64f); GL11.glVertex3f(0.3f, -0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(18f / 64f, 18f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_HEIGHT); // Rightwards side // Top right GL11.glTexCoord2f(64f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, 0); // Bottom Right GL11.glTexCoord2f(64f / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 18f / 64f); GL11.glVertex3f(0.3f, 0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 0f / 64f); GL11.glVertex3f(0.3f, -0.3f, -PLAYER_HEIGHT); // Front // Bottom left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Top right GL11.glTexCoord2f(18f / 64f, 0); GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(0, 0); GL11.glVertex3f(0.3f, 0.3f, -PLAYER_HEIGHT); // Leftwards Side // Top right GL11.glTexCoord2f(64f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, 0); // Bottom left+Right GL11.glTexCoord2f(64f / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, 0); // Bottom left GL11.glTexCoord2f(19 / 64f, 54f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(19f / 64f, 37f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT); // TOP // Top right GL11.glTexCoord2f(18f / 64f, 46f / 64f); GL11.glVertex3f(-0.3f, -0.3f, -PLAYER_HEIGHT); // Top left GL11.glTexCoord2f(0, 46f / 64f); GL11.glVertex3f(0.3f, -0.3f, -PLAYER_HEIGHT); // Bottom left GL11.glTexCoord2f(0, 64f / 64f); GL11.glVertex3f(0.3f, 0.3f, -PLAYER_HEIGHT); // Bottom left+Right GL11.glTexCoord2f(18f / 64f, 64f / 64f); GL11.glVertex3f(-0.3f, 0.3f, -PLAYER_HEIGHT); GL11.glEnd(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); // HEAD GL11.glColor3f(255f / 255f, 187f / 255f, 255f / 255f); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT); GL11.glVertex3f(-0.2f, -0.2f, -PLAYER_HEIGHT - 0.5f); GL11.glVertex3f(-0.2f, 0.2f, -PLAYER_HEIGHT - 0.5f); RenderHealthBar(); GL11.glEnd(); GL11.glRotatef(Facing * -90f, 0f, 0f, 1f); }
From source file:game.level.entities.pickup.EquipDrop.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(YawRotate, 0, 0, 1);/*from ww w .java 2 s . c o m*/ GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(0.5f, 0.5f, 0.5f); GL11.glVertex3f(+0.3f, -0.3f, -0.5f); GL11.glVertex3f(-0.3f, -0.3f, -0.5f); GL11.glVertex3f(-0.3f, 0.3f, -0.5f); GL11.glVertex3f(0.3f, 0.3f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(+0.2f, -0.2f, -1f); GL11.glVertex3f(-0.2f, -0.2f, -1f); GL11.glVertex3f(-0.2f, 0.2f, -1f); GL11.glVertex3f(0.2f, 0.2f, -1f); GL11.glEnd(); GL11.glRotatef(-YawRotate, 0, 0, 1); YawRotate++; }
From source file:game.level.entities.pickup.Experience.java
License:Open Source License
@Override public void Render(int x, int y) { GL11.glRotatef(YawRotate, 0, 0, 1);// w ww. java 2 s . com GL11.glRotatef(-YawRotate, 0, 1, 0); GL11.glRotatef(YawRotate, 1, 0, 0); GL11.glBegin(GL11.GL_LINE_LOOP); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(0, 0.5f, -0.5f); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(-0.5f, -0.5f, -0.5f); GL11.glVertex3f(0, +0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glColor3f(255f / 256f, 215f / 256f, 0); GL11.glVertex3f(0, +0.5f, -0.5f); GL11.glVertex3f(+0.5f, -0.5f, -0.5f); GL11.glColor3f(1, 1, 1); GL11.glVertex3f(0, 0, -1f); GL11.glEnd(); GL11.glRotatef(-YawRotate, 1, 0, 0); GL11.glRotatef(YawRotate, 0, 1, 0); GL11.glRotatef(-YawRotate, 0, 0, 1); YawRotate++; }