Package org.lwjgl.test.opengles.util

Examples of org.lwjgl.test.opengles.util.ImmediateModeBuffer.glVertex3f()


    lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, teeth * 4 + 2);
    for ( i = 0; i <= teeth; i++ ) {
      angle = i * 2.0f * (float)Math.PI / teeth;

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);

      if ( i < teeth ) {
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      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);

      if ( i < teeth ) {
        imb.glNormal3f(0.0f, 0.0f, 1.0f);
        imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);

 
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      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);

      if ( i < teeth ) {
        imb.glNormal3f(0.0f, 0.0f, 1.0f);
        imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);

        imb.glNormal3f(0.0f, 0.0f, 1.0f);
        imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f);
      }
    }
 
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      if ( i < teeth ) {
        imb.glNormal3f(0.0f, 0.0f, 1.0f);
        imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);

        imb.glNormal3f(0.0f, 0.0f, 1.0f);
        imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f);
      }
    }

    // draw front sides of teeth
    for ( i = 0; i < teeth; i++ ) {
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      lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, 4);

      angle = i * 2.0f * (float)Math.PI / teeth;

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
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      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
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      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r2 * cos(angle + 2.0f * da), r2 * sin(angle + 2.0f * da), width * 0.5f);
    }

 
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      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r2 * cos(angle + 2.0f * da), r2 * sin(angle + 2.0f * da), width * 0.5f);
    }

    // draw back face
    lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, (teeth + 1) * 4);
    for ( i = 0; i <= teeth; i++ ) {
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    lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, (teeth + 1) * 4);
    for ( i = 0; i <= teeth; i++ ) {
      angle = i * 2.0f * (float)Math.PI / teeth;

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
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      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
      imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5f);

      imb.glNormal3f(0.0f, 0.0f, 1.0f);
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