Examples of glPushMatrix()


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

  }

  @Override
  public void drawCircle(Vec2 center, float radius, Color3f color) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);
    float theta = 2 * MathUtils.PI / NUM_CIRCLE_POINTS;
    float c = MathUtils.cos(theta);
    float s = MathUtils.sin(theta);
    float x = radius;
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Examples of javax.media.opengl.GL2.glPushMatrix()

  }

  @Override
  public void drawCircle(Vec2 center, float radius, Vec2 axis, Color3f color) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);
    float theta = 2 * MathUtils.PI / NUM_CIRCLE_POINTS;
    float c = MathUtils.cos(theta);
    float s = MathUtils.sin(theta);
    float x = radius;
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Examples of javax.media.opengl.GL2.glPushMatrix()

  }

  @Override
  public void drawSolidCircle(Vec2 center, float radius, Vec2 axis, Color3f color) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);
    float theta = 2 * MathUtils.PI / NUM_CIRCLE_POINTS;
    float c = MathUtils.cos(theta);
    float s = MathUtils.sin(theta);
    float x = radius;
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Examples of javax.media.opengl.GL2.glPushMatrix()

  }

  @Override
  public void drawSegment(Vec2 p1, Vec2 p2, Color3f color) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);
    gl.glBegin(GL2.GL_LINES);
    gl.glColor3f(color.x, color.y, color.z);
    gl.glVertex3f(p1.x, p1.y, 0);
    gl.glVertex3f(p2.x, p2.y, 0);
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Examples of javax.media.opengl.GL2.glPushMatrix()

  }

  @Override
  public void drawParticles(Vec2[] centers, float radius, ParticleColor[] colors, int count) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);

    float theta = 2 * MathUtils.PI / NUM_CIRCLE_POINTS;
    float c = MathUtils.cos(theta);
    float s = MathUtils.sin(theta);
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Examples of javax.media.opengl.GL2.glPushMatrix()


  @Override
  public void drawParticlesWireframe(Vec2[] centers, float radius, ParticleColor[] colors, int count) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);

    float theta = 2 * MathUtils.PI / NUM_CIRCLE_POINTS;
    float c = MathUtils.cos(theta);
    float s = MathUtils.sin(theta);
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Examples of javax.media.opengl.GL2.glPushMatrix()

  private final Vec2 zero = new Vec2();

  @Override
  public void drawPolygon(Vec2[] vertices, int vertexCount, Color3f color) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);
    gl.glBegin(GL2.GL_LINE_LOOP);
    gl.glColor4f(color.x, color.y, color.z, 1f);
    for (int i = 0; i < vertexCount; i++) {
      Vec2 v = vertices[i];
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Examples of javax.media.opengl.GL2.glPushMatrix()

  }

  @Override
  public void drawSolidPolygon(Vec2[] vertices, int vertexCount, Color3f color) {
    GL2 gl = panel.getGL().getGL2();
    gl.glPushMatrix();
    transformViewport(gl, zero);
    gl.glBegin(GL2.GL_TRIANGLE_FAN);
    gl.glColor4f(color.x, color.y, color.z, .4f);
    for (int i = 0; i < vertexCount; i++) {
      Vec2 v = vertices[i];
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Examples of javax.media.opengl.GL2.glPushMatrix()

        if (ortho) {
            gl.glDisable(GL_DEPTH_TEST);
            //gl.glDisable(GL_LIGHTING);
            gl.glMatrixMode(GL_PROJECTION);
            gl.glPushMatrix();
            gl.glLoadIdentity();
            // Object's longest dimension is 1, make window slightly larger.
            gl.glOrtho(-0.51*this.aspectRatio,0.51*this.aspectRatio,-0.51,0.51,-10,10);
            gl.glMatrixMode(GL_MODELVIEW);
            gl.glPushMatrix();
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Examples of javax.media.opengl.GL2.glPushMatrix()

            gl.glPushMatrix();
            gl.glLoadIdentity();
            // Object's longest dimension is 1, make window slightly larger.
            gl.glOrtho(-0.51*this.aspectRatio,0.51*this.aspectRatio,-0.51,0.51,-10,10);
            gl.glMatrixMode(GL_MODELVIEW);
            gl.glPushMatrix();
            gl.glLoadIdentity();
        } else {
            gl.glEnable(GL.GL_DEPTH_TEST);

            // Setup perspective projection, with aspect ratio matches viewport
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