本文整理汇总了Java中javax.media.opengl.glu.GLU.gluQuadricNormals方法的典型用法代码示例。如果您正苦于以下问题:Java GLU.gluQuadricNormals方法的具体用法?Java GLU.gluQuadricNormals怎么用?Java GLU.gluQuadricNormals使用的例子?那么, 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.glu.GLU
的用法示例。
在下文中一共展示了GLU.gluQuadricNormals方法的15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: PictureFrame
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public PictureFrame(GL2 gl, GLU glu, Point3d s) {
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false); // use true to generate texture coordinates
sphereQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(sphereQuadric, GLU.GLU_FILL);
glu.gluQuadricNormals (sphereQuadric, GLU.GLU_NONE);
glu.gluQuadricTexture (sphereQuadric, true); // for Signorile's head
photoTexture = Building.setupTexture(gl, "texturepicture.gif");
frameHeight = 8;
frameWidth = 11;
start = new Point3d(s.getX(),s.getY(),s.getZ());
}
示例2: OConnorHangingLight
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public OConnorHangingLight(float x, float yCeiling, float z, float size, float length, GL2 gl, GLU glu) {
GLUquadric quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
glu.gluQuadricTexture (quadric, false);
this.quadric = quadric;
this.x = x;
this.y = yCeiling;
this.z = z;
this.length = length;
this.size = size;
this.colorChange = (int)(Math.random()*100);
this.bobChange = (float)(Math.random()*100);
this.r = (float)Math.random();
this.g = (float)Math.random();
this.b = (float)Math.random();
}
示例3: draw
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public void draw(GL2 gl, GLU glu){
// quadric to draw cylindrical pedestal
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false);
gl.glPushMatrix();
// gl.glRotatef(-90, 1, 0, 0);
gl.glTranslatef(x, 0.1f, z);
gl.glRotatef(-90, 1, 0, 0);
gl.glColor3f(1, 0, 0);
glu.gluDisk(quadric, 3, 0, 10, 10);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(x, 5, z);
gl.glRotatef(theta, 0, 1, 0);
// System.out.println("okokok");
w.draw(gl, glu);
gl.glPopMatrix();
theta += 2;
}
示例4: CheungBuilding
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public CheungBuilding(GL2 gl, GLU glu){
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false); // use true to generate texture coordinates
textureQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(textureQuadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (textureQuadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (textureQuadric, true); // use true to generate texture coordinates
innerTexture = setupTexture(gl, "cheungrings.jpg");
outerTexture = setupTexture(gl, "cheungbricks.jpg"); // png's don't seem to work any more
ceilingTexture=setupTexture(gl, "cheungceiling.gif");
waterTexture=setupTexture(gl, "cheungwater.gif");
sandTexture=setupTexture(gl, "cheungsand.jpg");
ballBaseTexture=setupTexture(gl,"cheungballbase.jpg");
}
示例5: LiptonFurniture
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public LiptonFurniture(GL2 gl, GLU glu){
carpetTexture = setupTexture(gl, "LiptonCarpet.jpg");
tableTexture = setupTexture(gl, "LiptonTable.gif");
hatTexture = setupTexture(gl, "LiptonPink.jpg");
paintingTexture = setupTexture(gl, "LiptonPaint1.jpg");
painting2Texture = setupTexture(gl, "LiptonPaint2.jpg");
painting3Texture = setupTexture(gl, "LiptonPaint3.jpg");
painting4Texture = setupTexture(gl, "LiptonPaint4.jpg");
chessTexture = setupTexture(gl, "LiptonChess.jpg");
bookTexture = setupTexture(gl, "LiptonBooks.jpg");
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // false, or true to generate texture coordinates
}
示例6: LiangBuilding
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public LiangBuilding(GL2 gl, GLU glu){
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false); // false, or true to generate texture coordinates
sphereQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(sphereQuadric, GLU.GLU_FILL);
glu.gluQuadricNormals (sphereQuadric, GLU.GLU_NONE);
glu.gluQuadricTexture (sphereQuadric, true);
worldTexture = setupTexture(gl, "liangworld.jpg");
brickTexture = setupTexture(gl, "liangbrick.jpg");
insideTexture = setupTexture(gl,"liangwood.jpg");
floorTexture = setupTexture(gl,"liangfloor.jpg");
grassTexture = setupTexture(gl,"lianggrass.jpg");
}
示例7: MidgleyBuilding
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public MidgleyBuilding(GL2 gl, GLU glu){
grass = setupTexture(gl, "MidgleyGrass.jpg");
paneling = setupTexture(gl, "MidgleyPanelWood.jpg");
wallpaper = setupTexture(gl, "MidgleyWallpaper.jpg"); // if this causes trouble, try bricks.gif
bricks = setupTexture(gl, "MidgleyBricks.jpg");
carpet = setupTexture(gl, "MidgleyCarpet.jpg"); // if this causes trouble, try bricks.gif
shingles = setupTexture(gl, "MidgleyShingles2.jpg");
chestwood = setupTexture(gl, "MidgleyChestWood.gif"); // if this causes trouble, try bricks.gif
chestwoodTop = setupTexture(gl, "MidgleyChestWoodTop.gif"); // if this causes trouble, try bricks.gif
marble = setupTexture(gl, "MidgleyMantleMarble.gif");
//cross = setupTexture(gl, "MidgleyCross.gif"); // if this causes trouble, try bricks.gif
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // true to generate texture coordinates
}
示例8: drawSphere
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public static void drawSphere(GL2 gl2, double radius, boolean texture) {
GLU glu = new GLU();
GLUquadric quadric = glu.gluNewQuadric();
glu.gluQuadricTexture(quadric, texture);
if (texture == false) {
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
}
glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
glu.gluQuadricOrientation(quadric, GLU.GLU_OUTSIDE);
glu.gluSphere(quadric, radius, 64, 64);
glu.gluDeleteQuadric(quadric);
}
示例9: Fire
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public Fire(double x, double y, double z, double angle, GL2 gl, GLU glu){
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // false, or true to generate texture coordinates
// Load in Textures Below
fire[0] = Building.setupTexture(gl, "DragonTextures/fire1.png");
for(int i=1; i< 23; i++){
fire[i] = Building.setupTexture(gl, "DragonTextures/fire" + (i+1) + ".png");
}
this.lx = x;
this.ly = y;
this.lz = z;
fireAngle = (-1 * Math.random() * 70) - 10;
eyeAngle = angle;
dx = Math.cos(eyeAngle);
dy = Math.sin(Math.toRadians(fireAngle));
dz = Math.sin(eyeAngle);
System.out.println("Eye Angle: " + eyeAngle);
}
示例10: Robot
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public Robot(double startX,double startZ,GL2 gl, GLU glu){
this.spawnLocation = new Location((float) startX,(float) 0,(float) startZ);
this.robotLocationX = startX;
this.robotLocationZ = startZ;
eyeVectorX = 0.2;
eyeVectorZ = 0.2;
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric,GLU.GLU_FILL);
glu.gluQuadricNormals(quadric,GLU.GLU_NONE);
glu.gluQuadricTexture(quadric,false);
PlayerMotion.registerPlayerWatcher(this);
Projectile.registerProjectileWatcher(this);
robots.add(this);
// create the two display lists
if (displayListNotChasing == -1) {
displayListNotChasing = gl.glGenLists(1);
gl.glNewList(displayListNotChasing, GL2.GL_COMPILE);
setupDraw(gl, glu);
gl.glEndList();
}
if (displayListChasing == -1) {
displayListChasing = gl.glGenLists(1);
gl.glNewList(displayListChasing, GL2.GL_COMPILE);
chasing = true;
setupDraw(gl, glu);
chasing = false;
gl.glEndList();
}
}
示例11: BasicBat
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public BasicBat(GL2 gl, GLU glu, float x, float z) {
//quadric set-up
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false); // use true to generate texture coordinates
scale = (float) 0.25;
speed = 10;
bodyRadius*=scale;
lowerWingLength*=scale;
upperWingLength*=scale;
this.x = x;
y = 6;
this.z = z;
T= Math.random()*5;
direction=90;
dead = false;
dx = 0;
dz = 0;
//create display lists
if (displayListWing1 == 4) {
displayListWing1 = gl.glGenLists(1);
gl.glNewList(displayListWing1, GL2.GL_COMPILE);
draw1(gl, glu);
gl.glEndList();
}
}
示例12: Land
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public Land(GL2 gl, GLU glu) {
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // use true to generate texture coordinates
sphereQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(sphereQuadric, GLU.GLU_FILL);
glu.gluQuadricNormals (sphereQuadric, GLU.GLU_NONE);
glu.gluQuadricTexture (sphereQuadric, true); // for Signorile's head
landTexture = Building.setupTexture(gl, "textureland.gif"); // png's don't seem to work any more
}
示例13: MendolaBuilding
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public MendolaBuilding(GL2 gl, GLU glu) {
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false); // use true to generate texture coordinates
brownTexture = setupTexture(gl, "mendolaBrown.jpg"); // png's don't seem to work any more
greenTexture = setupTexture(gl, "mendolaGreen.jpg");
grayTexture = setupTexture(gl, "mendolaGray.gif");
metalTexture = setupTexture(gl, "mendolaMetal.jpg");
}
示例14: VentarolaBuilding
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public VentarolaBuilding(GL2 gl, GLU glu) {
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // true to generate texture coordinates
ventarolaWood = setupTexture(gl, "wood032.gif");
ventarolaGrass = setupTexture(gl, "dgren050.gif");
ventarolaRock = setupTexture(gl, "drock084.jpg");
ventarolaBrick = setupTexture(gl, "brick039.jpg");
ventarolaWallPaper = setupTexture(gl, "paper005.gif");
ventarolaMarble = setupTexture(gl, "marb076.jpg");
ventarolaPollock = setupTexture(gl, "pollock.jpg");
}
示例15: GoodeBuilding
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public GoodeBuilding(GL2 gl, GLU glu) {
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true);
roofTexture1 = setupTexture(gl, "Goodeend_portal.png");
wallTexture = setupTexture(gl, "Goodebrick.png");
tntTexture = setupTexture(gl, "Goodetnt_bottom.png");
pumpkinTexture = setupTexture( gl, "Goodepumpkin_face_on.png");
diamondTexture = setupTexture(gl, "Goodediamond.png");
beaconTexture = setupTexture(gl, "Goodebeacon.png");
// false, or true to generate texture coordinates
}