本文整理匯總了Java中javax.media.opengl.GL2.glCullFace方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glCullFace方法的具體用法?Java GL2.glCullFace怎麽用?Java GL2.glCullFace使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類javax.media.opengl.GL2
的用法示例。
在下文中一共展示了GL2.glCullFace方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: renderPatchBoundary
import javax.media.opengl.GL2; //導入方法依賴的package包/類
protected void renderPatchBoundary(DrawContext dc, RectTile tile)
{
// GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
OGLStackHandler ogsh = new OGLStackHandler();
ogsh.pushAttrib(gl, GL2.GL_ENABLE_BIT | GL2.GL_CURRENT_BIT | GL2.GL_POLYGON_BIT);
try
{
gl.glDisable(GL.GL_BLEND);
// Don't perform depth clipping but turn on backface culling
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_CULL_FACE);
gl.glCullFace(GL.GL_BACK);
gl.glPolygonMode(GL.GL_FRONT, GL2.GL_LINE);
Vec4[] corners = tile.sector.computeCornerPoints(dc.getGlobe(), dc.getVerticalExaggeration());
gl.glColor4d(1d, 0, 0, 1d);
gl.glBegin(javax.media.opengl.GL2.GL_QUADS);
gl.glVertex3d(corners[0].x, corners[0].y, corners[0].z);
gl.glVertex3d(corners[1].x, corners[1].y, corners[1].z);
gl.glVertex3d(corners[2].x, corners[2].y, corners[2].z);
gl.glVertex3d(corners[3].x, corners[3].y, corners[3].z);
gl.glEnd();
}
finally
{
ogsh.pop(gl);
}
}
示例2: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
protected void draw(DrawContext dc)
{
this.assembleTiles(dc); // Determine the tiles to draw.
if (this.currentTiles.size() >= 1)
{
// Indicate that this layer rendered something this frame.
this.setValue(AVKey.FRAME_TIMESTAMP, dc.getFrameTimeStamp());
if (this.getScreenCredit() != null)
{
dc.addScreenCredit(this.getScreenCredit());
}
TextureTile[] sortedTiles = new TextureTile[this.currentTiles.size()];
sortedTiles = this.currentTiles.toArray(sortedTiles);
Arrays.sort(sortedTiles, levelComparer);
//GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
if (this.isUseTransparentTextures() || this.getOpacity() < 1)
{
gl.glPushAttrib(GL.GL_COLOR_BUFFER_BIT | GL2.GL_POLYGON_BIT | GL2.GL_CURRENT_BIT);
this.setBlendingFunction(dc);
}
else
{
gl.glPushAttrib(GL.GL_COLOR_BUFFER_BIT | GL2.GL_POLYGON_BIT);
}
gl.glPolygonMode(GL.GL_FRONT, GL2.GL_FILL);
gl.glEnable(GL.GL_CULL_FACE);
gl.glCullFace(GL.GL_BACK);
dc.setPerFrameStatistic(PerformanceStatistic.IMAGE_TILE_COUNT, this.tileCountName,
this.currentTiles.size());
dc.getGeographicSurfaceTileRenderer().renderTiles(dc, this.currentTiles);
gl.glPopAttrib();
if (this.drawTileIDs)
this.drawTileIDs(dc, this.currentTiles);
if (this.drawBoundingVolumes)
this.drawBoundingVolumes(dc, this.currentTiles);
// Check texture expiration. Memory-cached textures are checked for expiration only when an explicit,
// non-zero expiry time has been set for the layer. If none has been set, the expiry times of the layer's
// individual levels are used, but only for images in the local file cache, not textures in memory. This is
// to avoid incurring the overhead of checking expiration of in-memory textures, a very rarely used feature.
if (this.getExpiryTime() > 0 && this.getExpiryTime() <= System.currentTimeMillis())
this.checkTextureExpiration(dc, this.currentTiles);
this.currentTiles.clear();
}
this.sendRequests();
this.requestQ.clear();
}
示例3: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
protected void draw(DrawContext dc)
{
this.referencePoint = this.computeReferencePoint(dc);
Position pos = dc.getView().getEyePosition();
this.centerPoint = new LatLon(pos.getLatitude(), pos.getLongitude());
this.assembleTiles(dc); // Determine the tiles to draw.
if (this.currentTiles.size() >= 1)
{
TextureTile[] sortedTiles = new TextureTile[this.currentTiles.size()];
sortedTiles = this.currentTiles.toArray(sortedTiles);
Arrays.sort(sortedTiles, levelComparer);
//GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
if (this.isUseTransparentTextures() || this.getOpacity() < 1)
{
gl.glPushAttrib(GL.GL_COLOR_BUFFER_BIT | GL2.GL_POLYGON_BIT | GL2.GL_CURRENT_BIT);
gl.glColor4d(1d, 1d, 1d, this.getOpacity());
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
}
else
{
gl.glPushAttrib(GL.GL_COLOR_BUFFER_BIT | GL2.GL_POLYGON_BIT);
}
gl.glPolygonMode(GL.GL_FRONT, GL2.GL_FILL);
gl.glEnable(GL.GL_CULL_FACE);
gl.glCullFace(GL.GL_BACK);
dc.setPerFrameStatistic(PerformanceStatistic.IMAGE_TILE_COUNT, this.tileCountName,
this.currentTiles.size());
dc.getGeographicSurfaceTileRenderer().renderTiles(dc, this.currentTiles);
gl.glPopAttrib();
if (this.drawTileIDs)
this.drawTileIDs(dc, this.currentTiles);
if (this.drawBoundingVolumes)
this.drawBoundingVolumes(dc, this.currentTiles);
this.currentTiles.clear();
}
this.sendRequests();
this.requestQ.clear();
}