本文整理汇总了Java中javax.media.opengl.glu.GLU.gluQuadricTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GLU.gluQuadricTexture方法的具体用法?Java GLU.gluQuadricTexture怎么用?Java GLU.gluQuadricTexture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.gluQuadricTexture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: gegGLCalList
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
protected void gegGLCalList(){
GLU glu = new GLU();
GLUquadric sQuad= glu.gluNewQuadric();
callist = gl.glGenLists(1);
gl.glNewList(callist, gl.GL_COMPILE);
texture.enable(gl);
texture.bind(gl);
glu.gluQuadricTexture(sQuad, true);
glu.gluQuadricOrientation(sQuad, glu.GLU_INSIDE);
glu.gluSphere(sQuad, radius, 36, 72);
gl.glEndList();
}
示例2: 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3: 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4: 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5: LundbergBuilding
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public LundbergBuilding(GL2 gl, GLU glu) {
/*
sphereQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(sphereQuadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (sphereQuadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (sphereQuadric, false); // use true to generate texture coordinates
*/
quadric2 = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric2, GLU.GLU_FILL);
glu.gluQuadricNormals (quadric2, GLU.GLU_NONE);
glu.gluQuadricTexture (quadric2, false); // for table legs
grassTexture = setupTexture(gl,"FallGrass.jpg");
woodTexture = setupTexture(gl,"WornWood.jpg");
//smallBrickTexture=setupTexture(gl,"SmallBrick.jpg");
blueBrickTexture=setupTexture(gl,"BlueBrick.jpg");
beigeBrickTexture=setupTexture(gl,"BeigeBrick.jpg");
window=setupTexture(gl,"window.jpg");
fireplace=setupTexture(gl,"fireplace.jpg");
fishes=setupTexture(gl,"aquariumTank.jpg");
}
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: 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8: 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9: OConnorFloatingLight
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public OConnorFloatingLight(float x, float y, float z, float size, float speed, float radX, float radY, float radZ, 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 = y;
this.z = z;
this.size = size;
this.flightRadiusX = radX;
this.flightRadiusY = radY;
this.flightRadiusZ = radZ;
this.speed = speed;
this.colorChange = (int)(Math.random()*100);
this.posChange = (float)(Math.random()*100);
this.r = (float)Math.random();
this.g = (float)Math.random();
this.b = (float)Math.random();
}
示例10: DintinoHouse
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public DintinoHouse(GL2 gl, GLU glu) {
brickTexture = setupTexture(gl, "DintinoBricks.gif"); // png's don't seem to work any more
woodTexture = setupTexture(gl, "DintinoWood.jpg");
floorTexture = setupTexture(gl, "DintinoCloth.jpg");
soccerTexture = setupTexture(gl, "DintinoSoccer.jpg");
starTexture = setupTexture(gl, "DintinoStar.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, 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
}
示例11: mkGLCallList
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
protected int mkGLCallList(){
GLU glu = new GLU();
int callList;
GLUquadric quad = glu.gluNewQuadric();
// material properties
float[] no_mat = {0.0f, 0.0f, 0.0f, 1.0f};
float[] mat_ambient = {1f, 1f, 1f, 1.0f};
float[] mat_diffuse = {1, 1, 1, 1.0f};
float[] mat_specular = {1.0f, 1.0f, 1.0f, 1.0f};
float no_shininess = 0.0f;
float low_shininess = 5.0f;
float high_shininess = 100.0f;
float[] mat_emission = {0.3f, 0.2f, 0.2f, 0.0f};
callList = gl.glGenLists(1);
gl.glNewList(callList, gl.GL_COMPILE);
gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, Utils.mkFloatBuffer(no_mat));
gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, Utils.mkFloatBuffer(mat_diffuse));
gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, Utils.mkFloatBuffer(mat_specular));
gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, high_shininess);
gl.glMaterialfv(gl.GL_FRONT, gl.GL_EMISSION, Utils.mkFloatBuffer(no_mat));
glu.gluQuadricTexture(quad, true);
glu.gluQuadricOrientation(quad, glu.GLU_OUTSIDE);
texture.enable(gl);
texture.bind(gl);
glu.gluSphere(quad, 1, 36, 72);
texture.disable(gl);
gl.glEndList();
return callList;
}
示例12: 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13: Bats
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public Bats(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
batTexture = Building.setupTexture(gl, "GoodeBat.jpg");
batEyeTexture = Building.setupTexture(gl,"GoodeRadarBat.jpg");
}
示例14: Chair
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public Chair(GL2 gl, GLU glu, Point3d placement) {
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
chairTexture = Building.setupTexture(gl, "texturechair.gif"); // png's don't seem to work any more
}
示例15: Bat
import javax.media.opengl.glu.GLU; //导入方法依赖的package包/类
public Bat(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
x = 50;
y = 6;
z = 50;
angle = 0;
}