Package javax.media.opengl

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


        gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
        gl.glColor4f(1.0f, 1.0f, 1.0f, alpha);

        // reset the polygon mode
        gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);

        gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);

        // load identity modelview and projection matrix
        gl.glMatrixMode(GL2.GL_MODELVIEW);
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        // Temporarily disable fragment and most 3D operations
        gl.glPushAttrib(GL2.GL_ENABLE_BIT | GL2.GL_TEXTURE_BIT | GL.GL_DEPTH_BUFFER_BIT | GL2.GL_POLYGON_BIT);
        disableAttribFor2D(gl);

        // Reset the polygon mode
        gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);

        gl.glDepthMask(false);
        gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
        gl.glBindTexture(GL.GL_TEXTURE_2D, objectId);
        // set up texture parameter
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        gl.glCullFace(GL.GL_BACK);
        gl.glEnable(GL.GL_CULL_FACE);

        gl.glLightModeli(GL2.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_FALSE);

        gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);

        gl.glPolygonOffset(0.0f, 0.0f);
        gl.glDisable(GL2.GL_POLYGON_OFFSET_POINT);
        gl.glDisable(GL2.GL_POLYGON_OFFSET_LINE);
        gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
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            gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
            gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
        }

        // reset the polygon mode
        gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);

        gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);

        // load identity modelview and projection matrix
        gl.glMatrixMode(GL2.GL_PROJECTION);
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        } else {
            gl.glLightModeli(GL2.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_FALSE);
        }

        if (polygonMode == PolygonAttributes.POLYGON_POINT) {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_POINT);
        } else if (polygonMode == PolygonAttributes.POLYGON_LINE) {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
        } else {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
        }
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        }

        if (polygonMode == PolygonAttributes.POLYGON_POINT) {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_POINT);
        } else if (polygonMode == PolygonAttributes.POLYGON_LINE) {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
        } else {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
        }

        gl.glPolygonOffset(polygonOffsetFactor, polygonOffset);
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        if (polygonMode == PolygonAttributes.POLYGON_POINT) {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_POINT);
        } else if (polygonMode == PolygonAttributes.POLYGON_LINE) {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
        } else {
            gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
        }

        gl.glPolygonOffset(polygonOffsetFactor, polygonOffset);

        if ((polygonOffsetFactor != 0.0) || (polygonOffset != 0.0)) {
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            // OpenGL initialization
            GL2 gl = drawable.getGL().getGL2();

            gl.setSwapInterval(1);

            gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);

            gl.glGenBuffers(glObjects.length, glObjects, 0);

    //        gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, glObjects[INDICES]);
    //        gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, ib.capacity() * SIZEOF_INT, ib, GL2.GL_STATIC_DRAW);
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  public void display(final GLAutoDrawable drawable) {
    final GL2 gl = (GL2) drawable.getGL();
   
    // check if we need to fill the polygon
    if (this.fill)
      gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
    else
      gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);

    // clear the display
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
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    // check if we need to fill the polygon
    if (this.fill)
      gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
    else
      gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);

    // clear the display
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
   
    // check if we need to highlight pixels which are inside the polygon
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