Package javax.media.opengl

Examples of javax.media.opengl.GL2.glVertex3f()


        gl.glVertex3f( 0, 0, 0 );
        gl.glVertex3f( 50, 0, 0 );

        // Y-Axis
        gl.glColor3f( 0, 1, 0 );
        gl.glVertex3f( 0, 0, 0 );
        gl.glVertex3f( 0, 50, 0 );
       
        // Z-Axis
        gl.glColor3f( 0, 0, 1 );
        gl.glVertex3f( 0, 0, 0 );
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        gl.glVertex3f( 50, 0, 0 );

        // Y-Axis
        gl.glColor3f( 0, 1, 0 );
        gl.glVertex3f( 0, 0, 0 );
        gl.glVertex3f( 0, 50, 0 );
       
        // Z-Axis
        gl.glColor3f( 0, 0, 1 );
        gl.glVertex3f( 0, 0, 0 );
        gl.glVertex3f( 0, 0, 50 );
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        gl.glVertex3f( 0, 0, 0 );
        gl.glVertex3f( 0, 50, 0 );
       
        // Z-Axis
        gl.glColor3f( 0, 0, 1 );
        gl.glVertex3f( 0, 0, 0 );
        gl.glVertex3f( 0, 0, 50 );
       
        gl.glEnd();
       
        //# Draw number 50 on x/y-axis line.
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        gl.glVertex3f( 0, 50, 0 );
       
        // Z-Axis
        gl.glColor3f( 0, 0, 1 );
        gl.glVertex3f( 0, 0, 0 );
        gl.glVertex3f( 0, 0, 50 );
       
        gl.glEnd();
       
        //# Draw number 50 on x/y-axis line.
        //glRasterPos2f(50,-5)
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        // ----- Your OpenGL rendering code here ( Render a white triangle for testing ) -----
        gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
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        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
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            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
            gl.glVertex3f(0.0f, 1.0f, 0.0f);
        gl.glEnd();
    }
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            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
            gl.glVertex3f(0.0f, 1.0f, 0.0f);
        gl.glEnd();
    }

    /**
     *  Called back before the OpenGL context is destroyed. Release resource such as buffers
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        // ----- Your OpenGL rendering code here ( Render a white triangle for testing ) -----
        gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
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        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
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