本文整理汇总了Java中org.lwjgl.opengl.GL11.glVertex3f方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glVertex3f方法的具体用法?Java GL11.glVertex3f怎么用?Java GL11.glVertex3f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org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glVertex3f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: onWorldDraw
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void onWorldDraw(float delta, float x, float y, float z) {
float mx, my, mz;
if (!safeShow) return;
if (--safeUpdate < 0) {
safeUpdate = 13;
reCheckSafe(fix(x), fix(y), fix(z));
}
if (safeGhost) GL11.glDisable(GL11.GL_DEPTH_TEST);
else GL11.glEnable( GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_FOG);
GL11.glBegin(GL11.GL_LINES);
for (int i = 0; i < safeCur; ++i) {
Vec3i pos = safePoses[i];
Color color = safeMarks[i];
GL11.glColor3ub(color.rb, color.gb, color.bb);
mx = pos.getX() - x; my = pos.getY() - y; mz = pos.getZ() - z;
GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.9f);
GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.1f);
GL11.glVertex3f(mx+0.9f,my+0.01f,mz+0.1f);
GL11.glVertex3f(mx+0.1f,my+0.01f,mz+0.9f);
}
GL11.glEnd();
}
示例2: renderTieTop
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private static final void renderTieTop(float width){
GL11.glTexCoord2f(tieTopMinU, tieTopMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, height, length/2);
GL11.glTexCoord2f(tieTopMaxU, tieTopMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, height, length/2);
GL11.glTexCoord2f(tieTopMaxU, tieTopMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, height, -length/2);
GL11.glTexCoord2f(tieTopMinU, tieTopMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, height, -length/2);
}
示例3: renderTieRear
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private static final void renderTieRear(float width){
GL11.glTexCoord2f(tieSideMinU, tieSideMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, height, -length/2);
GL11.glTexCoord2f(tieSideMinU, tieSideMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, 0, -length/2);
GL11.glTexCoord2f(tieSideMaxU, tieSideMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, 0, -length/2);
GL11.glTexCoord2f(tieSideMaxU, tieSideMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, height, -length/2);
}
示例4: renderTieLeft
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private static final void renderTieLeft(float width){
GL11.glTexCoord2f(tieEndMinU, tieEndMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, height, -length/2);
GL11.glTexCoord2f(tieEndMinU, tieEndMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, 0, -length/2);
GL11.glTexCoord2f(tieEndMaxU, tieEndMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, 0, length/2);
GL11.glTexCoord2f(tieEndMaxU, tieEndMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(-width/2, height, length/2);
}
示例5: renderTieRight
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private static final void renderTieRight(float width){
GL11.glTexCoord2f(tieEndMinU, tieEndMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, height, length/2);
GL11.glTexCoord2f(tieEndMinU, tieEndMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, 0, length/2);
GL11.glTexCoord2f(tieEndMaxU, tieEndMaxV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, 0, -length/2);
GL11.glTexCoord2f(tieEndMaxU, tieEndMinV);
GL11.glNormal3f(0, 1, 0);
GL11.glVertex3f(width/2, height, -length/2);
}
示例6: drawBox
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private static void drawBox(float sx, float sy, float sz,
float ex, float ey, float ez) {
GL11.glVertex3f(sx,sy,sz); GL11.glVertex3f(sx,sy,ez);
GL11.glVertex3f(sx,ey,ez); GL11.glVertex3f(sx,ey,sz);
GL11.glVertex3f(ex,sy,sz); GL11.glVertex3f(ex,sy,ez);
GL11.glVertex3f(ex,ey,ez); GL11.glVertex3f(ex,ey,sz);
GL11.glVertex3f(sx,sy,sz); GL11.glVertex3f(sx,ey,sz);
GL11.glVertex3f(ex,ey,sz); GL11.glVertex3f(ex,sy,sz);
GL11.glVertex3f(sx,sy,ez); GL11.glVertex3f(sx,ey,ez);
GL11.glVertex3f(ex,ey,ez); GL11.glVertex3f(ex,sy,ez);
GL11.glVertex3f(sx,sy,sz); GL11.glVertex3f(ex,sy,sz);
GL11.glVertex3f(ex,sy,ez); GL11.glVertex3f(sx,sy,ez);
GL11.glVertex3f(sx,ey,sz); GL11.glVertex3f(ex,ey,sz);
GL11.glVertex3f(ex,ey,ez); GL11.glVertex3f(sx,ey,ez);
}
示例7: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
void render()
{
GL11.glLineWidth(1.0f);
GL11.glColor3f(COLOR, COLOR, COLOR);
GL11.glBegin(GL11.GL_LINES);
for (int ix = -WIDTH; ix <= WIDTH; ix++)
{
float x = ix*SIZE;
GL11.glVertex3f(x, FLOOR_HEIGHT, -REAL_WIDTH);
GL11.glVertex3f(x, FLOOR_HEIGHT, REAL_WIDTH);
}
for (int iz = -WIDTH; iz <= WIDTH; iz++)
{
float z = iz*SIZE;
GL11.glVertex3f(-REAL_WIDTH, FLOOR_HEIGHT, z);
GL11.glVertex3f(REAL_WIDTH, FLOOR_HEIGHT, z);
}
GL11.glEnd();
}
示例8: renderDefaultChar
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Render a single character with the default.png font at current (posX,posY) location...
*/
private float renderDefaultChar(int p_78266_1_, boolean p_78266_2_)
{
float var3 = (float) (p_78266_1_ % 16 * 8);
float var4 = (float) (p_78266_1_ / 16 * 8);
float var5 = p_78266_2_ ? 1.0F : 0.0F;
this.renderEngine.bindTexture(this.locationFontTexture);
float var6 = 7.99F;
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(var3 / 128.0F, var4 / 128.0F);
GL11.glVertex3f(this.posX + var5, this.posY, 0.0F);
GL11.glTexCoord2f(var3 / 128.0F, (var4 + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX - var5, this.posY + 7.99F, 0.0F);
GL11.glTexCoord2f((var3 + var6 - 1.0F) / 128.0F, var4 / 128.0F);
GL11.glVertex3f(this.posX + var6 - 1.0F + var5, this.posY, 0.0F);
GL11.glTexCoord2f((var3 + var6 - 1.0F) / 128.0F, (var4 + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX + var6 - 1.0F - var5, this.posY + 7.99F, 0.0F);
GL11.glEnd();
return this.charWidth[p_78266_1_];
}
示例9: drawComposite
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void drawComposite()
{
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0F, 0.0F);
GL11.glVertex3f(0.0F, 0.0F, 0.0F);
GL11.glTexCoord2f(1.0F, 0.0F);
GL11.glVertex3f(1.0F, 0.0F, 0.0F);
GL11.glTexCoord2f(1.0F, 1.0F);
GL11.glVertex3f(1.0F, 1.0F, 0.0F);
GL11.glTexCoord2f(0.0F, 1.0F);
GL11.glVertex3f(0.0F, 1.0F, 0.0F);
GL11.glEnd();
}
示例10: renderUnicodeChar
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Render a single Unicode character at current (posX,posY) location using one of the /font/glyph_XX.png files...
*/
private float renderUnicodeChar(char p_78277_1_, boolean p_78277_2_)
{
if (this.glyphWidth[p_78277_1_] == 0)
{
return 0.0F;
}
else
{
int i = p_78277_1_ / 256;
this.loadGlyphTexture(i);
int j = this.glyphWidth[p_78277_1_] >>> 4;
int k = this.glyphWidth[p_78277_1_] & 15;
float f = (float)j;
float f1 = (float)(k + 1);
float f2 = (float)(p_78277_1_ % 16 * 16) + f;
float f3 = (float)((p_78277_1_ & 255) / 16 * 16);
float f4 = f1 - f - 0.02F;
float f5 = p_78277_2_ ? 1.0F : 0.0F;
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(f2 / 256.0F, f3 / 256.0F);
GL11.glVertex3f(this.posX + f5, this.posY, 0.0F);
GL11.glTexCoord2f(f2 / 256.0F, (f3 + 15.98F) / 256.0F);
GL11.glVertex3f(this.posX - f5, this.posY + 7.99F, 0.0F);
GL11.glTexCoord2f((f2 + f4) / 256.0F, f3 / 256.0F);
GL11.glVertex3f(this.posX + f4 / 2.0F + f5, this.posY, 0.0F);
GL11.glTexCoord2f((f2 + f4) / 256.0F, (f3 + 15.98F) / 256.0F);
GL11.glVertex3f(this.posX + f4 / 2.0F - f5, this.posY + 7.99F, 0.0F);
GL11.glEnd();
return (f1 - f) / 2.0F + 1.0F;
}
}
示例11: flushBuffer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Flush the currently cached data down to the card
*/
private void flushBuffer() {
if (vertIndex == 0) {
return;
}
if (currentType == NONE) {
return;
}
if (vertIndex < TOLERANCE) {
GL11.glBegin(currentType);
for (int i=0;i<vertIndex;i++) {
GL11.glColor4f(cols[(i*4)+0], cols[(i*4)+1], cols[(i*4)+2], cols[(i*4)+3]);
GL11.glTexCoord2f(texs[(i*2)+0], texs[(i*2)+1]);
GL11.glVertex3f(verts[(i*3)+0], verts[(i*3)+1], verts[(i*3)+2]);
}
GL11.glEnd();
currentType = NONE;
return;
}
vertices.clear();
colors.clear();
textures.clear();
vertices.put(verts,0,vertIndex*3);
colors.put(cols,0,vertIndex*4);
textures.put(texs,0,vertIndex*2);
vertices.flip();
colors.flip();
textures.flip();
GL11.glVertexPointer(3,0,vertices);
GL11.glColorPointer(4,0,colors);
GL11.glTexCoordPointer(2,0,textures);
GL11.glDrawArrays(currentType, 0, vertIndex);
currentType = NONE;
}
示例12: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render()
{
GL11.glClearColor(SKY_COLOR, SKY_COLOR, SKY_COLOR, 0.0f);
GL11.glClearStencil(0);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
GL11.glColor3f(GROUND_COLOR, GROUND_COLOR, GROUND_COLOR);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glVertex3f(-1.0f, 0.0f, 1.0f);
GL11.glVertex3f(1.0f, 0.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glVertex3f(-1.0f, 0.0f, -1.f);
GL11.glVertex3f(1.0f, 0.0f, -1.0f);
GL11.glVertex3f(1.0f, -1.0f, -1.0f);
GL11.glVertex3f(1.0f, -1.0f, -1.0f);
GL11.glVertex3f(1.0f, 0.0f, -1.0f);
GL11.glVertex3f(1.0f, 0.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glVertex3f(-1.0f, 0.0f, -1.0f);
GL11.glVertex3f(-1.0f, 0.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, -1.0f);
GL11.glEnd();
}
示例13: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render()
{
float alpha = dragged ? 0.5f : 1.0f;
Camera3D camera = Main.instance().getCamera();
Vec2 cameraDir = new Vec2(pos.x, pos.z).sub(new Vec2(camera.pos.x, camera.pos.z));
Vec2 frontDir2 = new Vec2(frontDir.x, frontDir.z);
boolean facingFront = cameraDir.dot(frontDir2) <= 0.0f;
GL11.glPushMatrix();
GL11.glTranslatef(pos.x, pos.y, pos.z);
GL11.glRotatef(Util.toDegrees(yaw), 0.0f, 1.0f, 0.0f);
//Background
GL11.glColor4f(0.4375f, 0.4375f, 0.4375f, 0.875f*alpha);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex3f(-width, -height, 0.0f);
GL11.glVertex3f(-width, height, 0.0f);
GL11.glVertex3f(width, height, 0.0f);
GL11.glVertex3f(width, -height, 0.0f);
GL11.glEnd();
//Outline
GL11.glLineWidth(1.0f);
float color = Main.instance().getFocus() == this ? 0.75f : 1.0f;
GL11.glColor4f(color, color, 1.0f, alpha);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex3f(-width, -height, 0.0f);
GL11.glVertex3f(-width, height, 0.0f);
GL11.glVertex3f(width, height, 0.0f);
GL11.glVertex3f(width, -height, 0.0f);
GL11.glEnd();
//Shadow
GL11.glLineWidth(1.0f);
GL11.glColor4f(0.0f, 0.0f, 0.0f, 0.5f*alpha);
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex3f(-width, Grid.FLOOR_HEIGHT - pos.y, 0.0f);
GL11.glVertex3f(width, Grid.FLOOR_HEIGHT - pos.y, 0.0f);
GL11.glEnd();
GL11.glScalef(UI_SCALE, UI_SCALE, UI_SCALE);
if (facingFront) frontInterface.render(alpha);
else
{
GL11.glScalef(-1.0f, 1.0f, -1.0f);
rearInterface.render(alpha);
}
GL11.glPopMatrix();
}
示例14: glVertex3f
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* @see org.newdawn.slick.opengl.renderer.SGL#glVertex3f(float, float, float)
*/
public void glVertex3f(float x, float y, float z) {
GL11.glVertex3f(x, y, z);
}
示例15: setTopData
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void setTopData(float x, float y, float z, float lx, float ly, float lz) {
GL11.glVertex3f(x + lx, y + ly, z);
GL11.glVertex3f(x, y + ly, z);
GL11.glVertex3f(x, y + ly, z + lz);
GL11.glVertex3f(x + lx, y + ly, z + lz);
}