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Java Sphere.setDrawStyle方法代码示例

本文整理汇总了Java中org.lwjgl.util.glu.Sphere.setDrawStyle方法的典型用法代码示例。如果您正苦于以下问题:Java Sphere.setDrawStyle方法的具体用法?Java Sphere.setDrawStyle怎么用?Java Sphere.setDrawStyle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org.lwjgl.util.glu.Sphere的用法示例。


在下文中一共展示了Sphere.setDrawStyle方法的6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: init

import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
@Override
public void init(FMLInitializationEvent e) {
	super.init(e);
	{
		Sphere sphere = new Sphere();
		sphere.setDrawStyle(GLU.GLU_FILL);
		sphere.setNormals(GLU.GLU_SMOOTH);
		sphere.setOrientation(GLU.GLU_OUTSIDE);

		defierSphereIdOutside = GL11.glGenLists(1);
		GL11.glNewList(defierSphereIdOutside, GL11.GL_COMPILE);
		sphere.draw(0.5F, 30, 30);
		GL11.glEndList();

		sphere.setOrientation(GLU.GLU_INSIDE);
		defierSphereIdInside = GL11.glGenLists(1);
		GL11.glNewList(defierSphereIdInside, GL11.GL_COMPILE);
		sphere.draw(0.5F, 30, 30);
		GL11.glEndList();
	}
	ClientRegistry.bindTileEntitySpecialRenderer(DefierTileEntity.class, new DefierTESR());
	ClientRegistry.bindTileEntitySpecialRenderer(EnergyProviderTileEntity.class, new EnergyProviderTESR());
}
 
开发者ID:tiffit,项目名称:Defier,代码行数:24,代码来源:ClientProxy.java

示例2: drawSphere

import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
public static void drawSphere(double x, double y, double z, float size, int slices, int stacks) {
	final Sphere s = new Sphere();
	GL11.glPushMatrix();
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(GL_BLEND);
	GL11.glLineWidth(1.2F);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	s.setDrawStyle(GLU.GLU_SILHOUETTE);
	GL11.glTranslated(x - RenderManager.renderPosX, y - RenderManager.renderPosY, z - RenderManager.renderPosZ);
	s.draw(size, slices, stacks);
	GL11.glLineWidth(2.0F);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL_DEPTH_TEST);
	GL11.glDepthMask(true);
	GL11.glDisable(GL_BLEND);
	GL11.glPopMatrix();
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:20,代码来源:RenderUtils.java

示例3: drawCircle

import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
public  void drawCircle(ResourceLocation texture) {
	Sphere sphere = new Sphere();
	sphere.setDrawStyle(GLU.GLU_FILL);
	sphere.setNormals(GLU.GLU_SMOOTH);
	sphere.setOrientation(GLU.GLU_OUTSIDE);
	sphereId = GL11.glGenLists(1);
	GL11.glNewList(sphereId, GL11.GL_COMPILE);
	Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
	sphere.draw(0.5F, 32, 32);
	GL11.glEndList();
	sphere.setDrawStyle(GLU.GLU_FILL);		
	sphere.setNormals(GLU.GLU_SMOOTH);
	sphere.setOrientation(GLU.GLU_INSIDE);
	secondSphereId = GL11.glGenLists(2);
	GL11.glNewList(secondSphereId, GL11.GL_COMPILE);
	Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
	sphere.draw(0.49F, 32, 32);
	GL11.glEndList();	
}
 
开发者ID:Alex-the-666,项目名称:It-s-About-Time-Minecraft-Mod,代码行数:20,代码来源:ProxyClient.java

示例4: registerRenderInformation

import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
@Override
public void registerRenderInformation() {

	Sphere sphere = new Sphere();
	// GLU_POINT will render it as dots.
	// GLU_LINE will render as wireframe
	// GLU_SILHOUETTE will render as ?shadowed? wireframe
	// GLU_FILL as a solid.
	sphere.setDrawStyle(GLU.GLU_FILL);
	// GLU_SMOOTH will try to smoothly apply lighting
	// GLU_FLAT will have a solid brightness per face, and will not shade.
	// GLU_NONE will be completely solid, and probably will have no depth to
	// it's appearance.
	sphere.setNormals(GLU.GLU_SMOOTH);
	// GLU_INSIDE will render as if you are inside the sphere, making it
	// appear inside out.(Similar to how ender portals are rendered)
	sphere.setOrientation(GLU.GLU_OUTSIDE);

	sphere.setTextureFlag(true);
	// Simple 1x1 red texture to serve as the spheres skin, the only pixel
	// in this image is red.
	// sphereID is returned from our sphereID() method
	sphereID = GL11.glGenLists(1);
	// Create a new list to hold our sphere data.
	GL11.glNewList(sphereID, GL11.GL_COMPILE);
	// Offset the sphere by it's radius so it will be centered
	GL11.glTranslatef(0.50F, 0.50F, 0.50F);

	sphere.draw(0.5F, 12, 24);
	// Drawing done, unbind our texture
	// Tell LWJGL that we are done creating our list.
	GL11.glEndList();
	
	
	
	Sphere sphereInside = new Sphere();
	sphereInside.setDrawStyle(GLU.GLU_FILL);
	sphereInside.setNormals(GLU.GLU_NONE);
	sphereInside.setOrientation(GLU.GLU_INSIDE);

	sphereInside.setTextureFlag(true);
	sphereID2 = GL11.glGenLists(1);
	GL11.glNewList(sphereID2, GL11.GL_COMPILE);
	GL11.glTranslatef(0.50F, 0.50F, 0.50F);

	sphereInside.draw(0.5F, 12, 24);
	GL11.glEndList();

}
 
开发者ID:ArtixAllMighty,项目名称:rpginventory,代码行数:50,代码来源:ClientProxy.java

示例5: initialize

import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
@Override
public void initialize() {
    ambient = allocFloats(colorDefaultDiffuse);
    diffuse = allocFloats(colorDefaultDiffuse);
    specular = allocFloats(colorDefaultSpecular);
    shininess = allocFloats(new float[]{32.0f, 0.0f, 0.0f, 0.0f});

    light = allocFloats(colorDefaultLight);
    lightPos0 = allocFloats(lightDefaultPos0);
    lightPos1 = allocFloats(lightDefaultPos1);

    display_list = GL11.glGenLists(1);

    GL11.glNewList(display_list, GL11.GL_COMPILE);

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnable(GL11.GL_LIGHT1);
    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT, ambient);
    GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, diffuse);
    GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, specular);
    GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SHININESS, shininess);

    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, light);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, light);
    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, light);

    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, lightPos0);
    GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, lightPos1);

    GL11.glColor3f(1.0f, 0.0f, 0.0f);

    Sphere s = new Sphere();
    s.setDrawStyle(GLU.GLU_FILL);
    s.setNormals(GLU.GLU_SMOOTH);
    s.draw(3.8f, 100, 100);

    GL11.glDisable(GL11.GL_LIGHT1);
    GL11.glDisable(GL11.GL_LIGHT0);
    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glEndList();

}
 
开发者ID:rvt,项目名称:cnctools,代码行数:47,代码来源:BeadActor.java

示例6: main

import org.lwjgl.util.glu.Sphere; //导入方法依赖的package包/类
public static void main(String[] args) {
        G3D.init(800, 600);
        
        Texture.enable();
        
//        Texture tex = Texture.fromFile("res/16079.jpg", false);
        Texture tex = Texture.fromFile("res/earthmap1k.jpg", false);
        
        Sphere sphere = new Sphere();
        sphere.setDrawStyle(GLU.GLU_FILL);
        sphere.setTextureFlag(true);
        sphere.setNormals(GLU.GLU_SMOOTH);
        
        int sphereId = glGenLists(1);
        
        glNewList(sphereId, GL_COMPILE);
        tex.use();
        sphere.draw(2.3f, 50, 50);
        tex.stop();
        glEndList();

        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        G3D.loop(30, () -> {
            glTranslatef(0, 0, z);
            glRotatef(angle++, 0, 1, 0);
            
            glCallList(sphereId);
            
            if (dir) {
                z--;
                if (z < -80) {
                    dir = false;
                }
            } else {
                z++;
                if (z > -10) {
                    dir = true;
                }
            }
        });
    }
 
开发者ID:akarnokd,项目名称:akarnokd-opengl-experiment,代码行数:42,代码来源:SimpleSphere.java


注:本文中的org.lwjgl.util.glu.Sphere.setDrawStyle方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。