Examples of glDepthRange()


Examples of javax.media.opengl.GL2.glDepthRange()

            // Adjust depth of image to bring it slightly forward
            double depth = screenPoint.z - (8d * 0.00048875809d);
            depth = depth < 0d ? 0d : (depth > 1d ? 1d : depth);
            gl.glDepthFunc(GL.GL_LESS);
            gl.glDepthRange(depth, depth);

            // The image is drawn using a translated and scaled unit quad.
            // Translate to screen point and adjust to align hot spot.
            osh.pushModelviewIdentity(gl);
            gl.glTranslated(screenPoint.x + this.dx, screenPoint.y + this.dy, 0);
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Examples of javax.media.opengl.GL2.glDepthRange()

            gl.glScaled(xscale, yscale, 1);

            if (this.activeTexture.bind(dc))
                dc.drawUnitQuad(activeTexture.getTexCoords());

            gl.glDepthRange(0, 1); // reset depth range to the OGL default
//
//            gl.glDisable(GL.GL_TEXTURE_2D);
//            dc.drawUnitQuadOutline(); // for debugging label placement

            if (this.mustDrawLabel() && !dc.isPickingMode()) // don't pick via the label
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Examples of javax.media.opengl.GL2.glDepthRange()

            // Adjust depth of point to bring it slightly forward
            double depth = this.screenPoint.z - (8d * 0.00048875809d);
            depth = depth < 0d ? 0d : (depth > 1d ? 1d : depth);
            gl.glDepthFunc(GL.GL_LESS);
            gl.glDepthRange(depth, depth);

            gl.glBegin(GL2.GL_POINTS);
            gl.glVertex3d(this.screenPoint.x, this.screenPoint.y, 0);
            gl.glEnd();

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Examples of javax.media.opengl.GL2.glDepthRange()

            gl.glBegin(GL2.GL_POINTS);
            gl.glVertex3d(this.screenPoint.x, this.screenPoint.y, 0);
            gl.glEnd();

            gl.glDepthRange(0, 1); // reset depth range to the OGL default

            if (!dc.isPickingMode()) // don't pick via the label
                this.drawLabel(dc);
        }
        finally
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