Package javax.media.opengl

Examples of javax.media.opengl.GL.glBegin()


        gl.glColorPointer(3, GL.GL_FLOAT, 0, colArray);

        gl.glDrawArrays(GL.GL_LINES, 0, maxParticles * 2);
      }
      else {
        gl.glBegin(GL.GL_LINES);               // start drawing points
        for(int i=0; i<maxParticles; i++) {
          if(particles[i].alpha > 0) {
            particles[i].update();
            particles[i].drawOldSchool(gl);    // use oldschool renderng
          }
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//        gl.glStencilOp (GL.GL_KEEP, GL.GL_REPLACE, GL.GL_ZERO);
//        gl.glStencilFunc(GL.GL_EQUAL, 0x01, 0x01);
       
        if (useGradient){
          gl.glBegin (GL.GL_QUADS);
            gl.glColor4f(x1R, x1G, x1B, x1A);
            gl.glVertex3d (minX, minY, 0.0);
            gl.glColor4f(x2R, x2G, x2B, x2A);
            gl.glVertex3d (maxX, minY, 0.0);
            gl.glColor4f(x3R, x3G, x3B, x3A);
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            gl.glVertex3d (maxX, maxY, 0.0);
            gl.glColor4f(x4R, x4G, x4B, x4A);
            gl.glVertex3d (minX, maxY, 0.0);
          gl.glEnd ();
        }else{
          gl.glBegin (GL.GL_QUADS);
            gl.glVertex3d (minX, minY, 0.0);
            gl.glVertex3d (maxX, minY, 0.0);
            gl.glVertex3d (maxX, maxY, 0.0);
            gl.glVertex3d (minX, maxY, 0.0);
          gl.glEnd ();
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//      gl.glDrawArrays(GL.GL_LINE_STRIP, 0, vertexArr.length);
       
        /////TEST/// //TODO make vertex pointer arrays?
        gl.glColor4d (strokeColBuff.get(0), strokeColBuff.get(1), strokeColBuff.get(2), strokeColBuff.get(3));
        for (Vertex[] outline : outLines){
         gl.glBegin (GL.GL_LINE_STRIP);
           for (Vertex vertex : outline){
             gl.glVertex3f (vertex.getX(), vertex.getY(), vertex.getZ());
           }
          gl.glEnd();
      }
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        Vertex[] allVertsBezierResolved = ToolsGeometry.createVertexArrFromBezierArr(vertexArr, 15);
              
       //DRAW RAW FILL
       gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
       //gl.glBegin (GL.GL_LINE_STRIP);
         gl.glBegin (GL.GL_TRIANGLE_FAN);
           for (int i = 0; i < allVertsBezierResolved.length; i++) {
          Vertex vertex = allVertsBezierResolved[i];
          gl.glVertex3f(vertex.x, vertex.y, vertex.z);
        }
       gl.glEnd ();
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        //DRAW OUTLINE
       gl.glEnable(GL.GL_LINE_SMOOTH);
       gl.glLineWidth(1.0f);
       gl.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
        gl.glBegin (GL.GL_LINES);
         for (int i = 0; i < allVertsBezierResolved.length; i++) {
          Vertex vertex = allVertsBezierResolved[i];
          gl.glVertex3f(vertex.x, vertex.y, vertex.z);
         }
        gl.glEnd ();
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        // Draw FILL
        gl.glStencilFunc (GL.GL_EQUAL, 0x01, 0x01);
        gl.glStencilOp (GL.GL_ZERO, GL.GL_ZERO, GL.GL_ZERO);
      
        gl.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
        gl.glBegin (GL.GL_QUADS);
          gl.glVertex3f (minMax[0], minMax[1], 0.0f);
          gl.glVertex3f (minMax[2], minMax[1], 0.0f);
          gl.glVertex3f (minMax[2], minMax[3], 0.0f);
          gl.glVertex3f (minMax[0],  minMax[3], 0.0f);
        gl.glEnd ();
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    gl.glLineWidth(this.getStrokeWeight());
    FloatBuffer strokeColBuff = this.getGeometryInfo().getStrokeColBuff();
    gl.glColor4d (strokeColBuff.get(0), strokeColBuff.get(1), strokeColBuff.get(2), strokeColBuff.get(3));
    for (Vertex[] varr : this.outlineContours){
      gl.glBegin(GL.GL_LINE_STRIP);
      for(Vertex v : varr){
        gl.glVertex3f(v.x, v.y, v.z);
      }
      gl.glEnd();
    }
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