Package javax.media.opengl

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


            gl.glDisable(GL.GL_COLOR_LOGIC_OP);
        }

        if (userStencilAvailable) {
            if (stencilEnable) {
                gl.glEnable(GL.GL_STENCIL_TEST);

                gl.glStencilOp(getStencilOpValue(stencilFailOp),
                        getStencilOpValue(stencilZFailOp),
                        getStencilOpValue(stencilZPassOp));
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        float[] planeT = new float[4];
        float[] planeR = new float[4];
        float[] planeQ = new float[4];

        if (enable) {
            gl.glEnable(GL2.GL_TEXTURE_GEN_S);
            gl.glEnable(GL2.GL_TEXTURE_GEN_T);
            if (format == TexCoordGeneration.TEXTURE_COORDINATE_3) {
                gl.glEnable(GL2.GL_TEXTURE_GEN_R);
                gl.glDisable(GL2.GL_TEXTURE_GEN_Q);
            } else if (format == TexCoordGeneration.TEXTURE_COORDINATE_4) {
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        float[] planeR = new float[4];
        float[] planeQ = new float[4];

        if (enable) {
            gl.glEnable(GL2.GL_TEXTURE_GEN_S);
            gl.glEnable(GL2.GL_TEXTURE_GEN_T);
            if (format == TexCoordGeneration.TEXTURE_COORDINATE_3) {
                gl.glEnable(GL2.GL_TEXTURE_GEN_R);
                gl.glDisable(GL2.GL_TEXTURE_GEN_Q);
            } else if (format == TexCoordGeneration.TEXTURE_COORDINATE_4) {
                gl.glEnable(GL2.GL_TEXTURE_GEN_R);
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        if (enable) {
            gl.glEnable(GL2.GL_TEXTURE_GEN_S);
            gl.glEnable(GL2.GL_TEXTURE_GEN_T);
            if (format == TexCoordGeneration.TEXTURE_COORDINATE_3) {
                gl.glEnable(GL2.GL_TEXTURE_GEN_R);
                gl.glDisable(GL2.GL_TEXTURE_GEN_Q);
            } else if (format == TexCoordGeneration.TEXTURE_COORDINATE_4) {
                gl.glEnable(GL2.GL_TEXTURE_GEN_R);
                gl.glEnable(GL2.GL_TEXTURE_GEN_Q);
            } else {
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            gl.glEnable(GL2.GL_TEXTURE_GEN_T);
            if (format == TexCoordGeneration.TEXTURE_COORDINATE_3) {
                gl.glEnable(GL2.GL_TEXTURE_GEN_R);
                gl.glDisable(GL2.GL_TEXTURE_GEN_Q);
            } else if (format == TexCoordGeneration.TEXTURE_COORDINATE_4) {
                gl.glEnable(GL2.GL_TEXTURE_GEN_R);
                gl.glEnable(GL2.GL_TEXTURE_GEN_Q);
            } else {
                gl.glDisable(GL2.GL_TEXTURE_GEN_R);
                gl.glDisable(GL2.GL_TEXTURE_GEN_Q);
            }
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    // reglages inconnus
    gl.glShadeModel(GL2.GL_SMOOTH);              // Enable Smooth Shading
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);     // Black Background
    gl.glClearDepth(1.0f);                       // Depth Buffer Setup
    gl.glEnable(GL2.GL_DEPTH_TEST);              // Enables Depth Testing
    gl.glDepthFunc(GL2.GL_LEQUAL);               // The Type Of Depth Testing To Do
    gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST)// Really Nice Perspective Calculations
    gl.setSwapInterval(1);

    // debut texture
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    gl.glDepthFunc(GL2.GL_LEQUAL);               // The Type Of Depth Testing To Do
    gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST)// Really Nice Perspective Calculations
    gl.setSwapInterval(1);

    // debut texture
    gl.glEnable(GL2.GL_BLEND);
    gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);

    gl.glEnable(GL2.GL_TEXTURE_2D);

    //chargement des fichiers
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    // debut texture
    gl.glEnable(GL2.GL_BLEND);
    gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);

    gl.glEnable(GL2.GL_TEXTURE_2D);

    //chargement des fichiers
    Forme.init_texture(gl);
    Enemy.init_texture(gl);
    Bullet.init_texture(gl);
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    // reglages inconnus
    gl.glShadeModel(GL2.GL_SMOOTH);              // Enable Smooth Shading
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);     // Black Background
    gl.glClearDepth(1.0f);                       // Depth Buffer Setup
    gl.glEnable(GL2.GL_DEPTH_TEST);              // Enables Depth Testing
    gl.glDepthFunc(GL2.GL_LEQUAL);               // The Type Of Depth Testing To Do
    gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST)// Really Nice Perspective Calculations
    gl.setSwapInterval(1);
  }
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        // Draw Mu constant
        int width = config.getWidth();
        int height = config.getHeight();
        float[] mu = config.getMu();

  gl.glEnable(GL_BLEND);
            gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            int baseMu1 = width - MU_RECT_SIZE - 2;
            int baseMu2 = 1;
            drawJuliaSlice(gl, baseMu1, baseMu2, mu[0], mu[1]);
            int baseMu3 = width - MU_RECT_SIZE - 2;
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