本文整理汇总了Java中javax.media.opengl.GL2.glTexCoord2d方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glTexCoord2d方法的具体用法?Java GL2.glTexCoord2d怎么用?Java GL2.glTexCoord2d使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类javax.media.opengl.GL2
的用法示例。
在下文中一共展示了GL2.glTexCoord2d方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: drawCorners
import javax.media.opengl.GL2; //导入方法依赖的package包/类
private void drawCorners(GL2 gl, Map<String, Vertex> map) {
Vertex rightBottom = map.get("rightBottom");
Vertex leftBottom = map.get("leftBottom");
Vertex rightTop = map.get("rightTop");
Vertex leftTop = map.get("leftTop");
TextureCoords textureCoords = texture.getImageTexCoords();
float leftTex = textureCoords.left();
float rightTex = textureCoords.right();
float topTex = textureCoords.top();
float bottomTex = textureCoords.bottom();
gl.glPushMatrix();
gl.glBegin(GL_TRIANGLE_STRIP);
gl.glTexCoord2d(rightTex, bottomTex);
gl.glVertex3f(rightBottom.getPositionX(), rightBottom.getPositionY(),
rightBottom.getPositionZ());
gl.glTexCoord2d(rightTex, topTex);
gl.glVertex3f(rightTop.getPositionX(), rightTop.getPositionY(), rightTop.getPositionZ());
gl.glTexCoord2d(leftTex, bottomTex);
gl.glVertex3f(leftBottom.getPositionX(), leftBottom.getPositionY(), leftBottom.getPositionZ());
gl.glTexCoord2d(leftTex, topTex);
gl.glVertex3f(leftTop.getPositionX(), leftTop.getPositionY(), leftTop.getPositionZ());
gl.glEnd();
gl.glPopMatrix();
}
示例2: renderFace
import javax.media.opengl.GL2; //导入方法依赖的package包/类
/**
* Renter face
*
* @param i index of face
* @param flipTexCoords true if the tex coords need flipping
* @param gl
*/
public void renderFace(int i, boolean flipTexCoords, GL2 gl) /* Render the ith face by getting the vertex, normal, and tex
coord indicies for face i. Use those indicies to access the
actual vertex, normal, and tex coord data, and render the face.
Each face uses 3 array of indicies; one for the vertex
indicies, one for the normal indicies, and one for the tex
coord indicies.
If the model doesn't use normals or tex coords then the indicies
arrays will contain 0's.
If the tex coords need flipping then the t-values are changed.
*/ {
if (i >= facesVertIdxs.size()) {
return;
}
int[] vertIdxs = facesVertIdxs.get(i);
// get the vertex indicies for face i
int polytype;
if (vertIdxs.length == 3) {
polytype = GL2.GL_TRIANGLES;
} else if (vertIdxs.length == 4) {
polytype = GL2.GL_QUADS;
} else {
polytype = GL2.GL_POLYGON;
}
gl.glBegin(polytype);
// get the normal and tex coords indicies for face i
int[] normIdxs = facesNormIdxs.get(i);
int[] texIdxs = facesTexIdxs.get(i);
/* render the normals, tex coords, and vertices for face i
by accessing them using their indicies */
Vector3f vert, norm, texCoord;
double yTC;
for (int f = 0; f < vertIdxs.length; f++) {
if (normIdxs[f] != 0) { // if there are normals, render them
norm = normals.get(normIdxs[f] - 1);
gl.glNormal3d(norm.getX(), norm.getY(), norm.getZ());
}
if (texIdxs[f] != 0) {
// if there are tex coords, render them
texCoord = texCoords.get(texIdxs[f] - 1);
yTC = texCoord.getY();
if (flipTexCoords) {
yTC = 1.0f - yTC;
}
if (texCoord.getZ() == DUMMY_Z_TC) {
gl.glTexCoord2d(texCoord.getX(), yTC);
} else {
gl.glTexCoord3d(texCoord.getX(), yTC, texCoord.getZ());
}
/*
System.out.print("Tex index: " + (texIdxs[f]) + ": ");
System.out.println("Tex coord: " + df.format(texCoord.getX()) + ", " +
df.format( yTC ) + ", " +
df.format( texCoord.getZ() ));
*/
}
vert = verts.get(vertIdxs[f] - 1); // render the vertices
// System.out.println(vertIdxs[f] - 1 + " " + verts.get(vertIdxs[f] - 1).length());
gl.glVertex3d(vert.getX(), vert.getY(), vert.getZ());
}
gl.glEnd();
}