本文整理匯總了Java中javax.media.opengl.GL2.glDisable方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glDisable方法的具體用法?Java GL2.glDisable怎麽用?Java GL2.glDisable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.glDisable方法的15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: drawLine
import javax.media.opengl.GL2; //導入方法依賴的package包/類
protected void drawLine(DrawContext dc, Vec4 screenPoint, Vec4 projectedPoint, DetailedOrderedIcon uIcon) {
//GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
gl.glLoadIdentity();
double opacity = uIcon.getOpacity();
opacity = Math.min(opacity, .5f);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glColor4d(.2,.2,.2, opacity);
gl.glBegin(GL.GL_LINES);
gl.glVertex2d(screenPoint.x, screenPoint.y);
gl.glVertex2d(projectedPoint.x, projectedPoint.y);
gl.glEnd();
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glColor4f(1,1,1,1);
}
示例2: drawVertex
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private Vector3f drawVertex(Vector3f vert, double size, float[] color, GL2 gl, GLUT glut) {
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, color, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, color, 0);
gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 10);
gl.glPushAttrib(GL2.GL_LIGHTING_BIT);
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glEnable(GL2.GL_LIGHTING);
gl.glPushMatrix();
gl.glTranslatef(vert.getX(), vert.getY(), vert.getZ());
glut.glutSolidSphere(size, 20, 20);
gl.glPopMatrix();
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glDisable(GL2.GL_LIGHTING);
gl.glPopAttrib();
return vert;
}
示例3: drawWithoutTextures
import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
*
* @param gl
* @param dropFaces faces to be hidden when rendering model.
*/
public void drawWithoutTextures(GL2 gl, ArrayList<Integer> dropFaces) {
gl.glPushMatrix();
gl.glPushAttrib(GL2.GL_LIGHTING_BIT);
for (int i = 0; i < faces.getNumFaces(); i++) {
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glEnable(GL2.GL_LIGHTING);
faces.renderFace(i, flipTexCoords, gl);
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glDisable(GL2.GL_LIGHTING);
}
gl.glPopAttrib();
gl.glPopMatrix();
}
示例4: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
* Draws the terrain.
*
* @param gl The instance of GL2 responsible for drawing the body.
* @param glut An instance of GLUT that can be optionally used to assist
* in drawing.
* @param camPos The position of the camera in world coordinates.
* @param lighting The Lighting instance responsible for calculating the
* lighting in this scene. Can be used to set the colours of
* bodies before drawing them.
*/
public void draw(GL2 gl, GLUT glut, Vector camPos, Lighting lighting) {
gl.glPushMatrix();
{
gl.glTranslated(TERRAIN_LEVEL.x(), TERRAIN_LEVEL.y(), TERRAIN_LEVEL.z());
gl.glEnable(GL_CULL_FACE);
lighting.setMaterial(gl, Material.DIRT, true);
terrainBody.draw(gl);
lighting.setMaterial(gl, Material.WATER);
waterBody.draw(gl);
gl.glDisable(GL_CULL_FACE);
final Vector camPosRelativeToTerrain = camPos.subtract(TERRAIN_LEVEL);
trees.stream().forEach((tree) -> tree.draw(gl, camPosRelativeToTerrain, lighting));
}
gl.glPopMatrix();
}
示例5: 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6: drawArrow
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void drawArrow(Vector3f from, Vector3f to, float[] color, GL2 gl, GLUT glut) {
Vector3f zAxis = new Vector3f(0, 0, 1);
Vector3f vector = new Vector3f(to.x - from.x, to.y - from.y, to.z - from.z);
float length = vector.length();
vector.normalize();
float angle = zAxis.angle(vector);
Vector3f axis = new Vector3f();
axis.cross(zAxis, vector);
float convert = (float) (180f / Math.PI);
gl.glPushAttrib(GL2.GL_LIGHTING_BIT);
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glEnable(GL2.GL_LIGHTING);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, color, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, color, 0);
gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 10);
gl.glPushMatrix();
gl.glTranslatef(from.x, from.y, from.z);
gl.glRotatef(angle * convert, axis.x, axis.y, axis.z);
glut.glutSolidCylinder(info.getPointSize() / 3, length - info.getPointSize(), 20, 20);
gl.glTranslatef(0, 0, length - info.getPointSize());
glut.glutSolidCone(info.getPointSize(), info.getPointSize(), 20, 20);
gl.glPopMatrix();
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glDisable(GL2.GL_LIGHTING);
gl.glPopAttrib();
}
示例7: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
*
* @param gl
*/
public void draw(GL2 gl) {
gl.glPushMatrix();
gl.glPushAttrib(GL2.GL_LIGHTING_BIT);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_TEXTURE_2D);
if (materials != null) {
materials.clearUsedMaterials();
}
// render the model face-by-face
String faceMat;
for (int i = 0; i < faces.getNumFaces(); i++) {
faceMat = faces.findMaterial(i); // get material used by face i
if (faceMat != null && materials != null) {
flipTexCoords = materials.renderWithMaterial(faceMat, gl);
} // render using that material
faces.renderFace(i, flipTexCoords, gl); // draw face i
}
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glEnable(GL2.GL_LIGHTING);
gl.glPopAttrib();
gl.glPopMatrix();
}
示例8: resetBlending
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void resetBlending(Map<String, Object> params) {
GL2 gl = drawable.getGL().getGL2();
IntBuffer sourceFactor = (IntBuffer) params.get("sourceFactor");
IntBuffer destinationFactor = (IntBuffer) params.get("destinationFactor");
gl.glBlendFunc(sourceFactor.get(0), destinationFactor.get(0));
IntBuffer equation = (IntBuffer) params.get("equation");
gl.glBlendEquation(equation.get(0));
boolean enabled = (boolean) params.get("enabled");
if (enabled == false) {
gl.glDisable(GL_BLEND);
}
}
示例9: begin
import javax.media.opengl.GL2; //導入方法依賴的package包/類
protected void begin(DrawContext dc)
{
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
//GL gl = dc.getGL();
gl.glPushAttrib(
GL2.GL_TEXTURE_BIT |
GL2.GL_ENABLE_BIT |
GL2.GL_CURRENT_BIT |
GL2.GL_LIGHTING_BIT |
GL2.GL_TRANSFORM_BIT |
GL.GL_DEPTH_FUNC);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glDisable(GL2.GL_LIGHTING);
if (dc.isPickingMode())
pickSupport.beginPicking(dc);
else
{
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
}
// gl.glDisable(GL.GL_DEPTH_TEST);
// gl.glDepthFunc(GL.GL_ALWAYS);
// gl.glDisable(GL.GL_COLOR_MATERIAL);
// gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, lightPosition, 0);
// gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, lightDiffuse, 0);
// gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, lightAmbient, 0);
// gl.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, lightSpecular, 0);
//
// gl.glDisable(GL.GL_LIGHT0);
// gl.glEnable(GL.GL_LIGHT1);
// gl.glEnable(GL.GL_LIGHTING);
// gl.glEnable(GL.GL_NORMALIZE);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
}
示例10: compileFMS
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void compileFMS(DrawContext dc, float strike, float dip, float rake, float strike2, float dip2, float rake2)
{
GLU glu = dc.getGLU();
//GL gl = dc.getGL();
GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
double[] a = {0,0,1, 0};
double[] b = {0,0,-1, 0};
double radius = .95;
int slices = 36;
int stacks = 18;
double[][][] planes
= new double[][][] { {a,a}, {b,a}, {a,b}, {b,b}};
for (int i = 0; i < 4; i++)
{
gl.glNewList(glListId + i, GL2.GL_COMPILE);
gl.glPushMatrix();
gl.glRotatef(strike, 0, 0, -1);
gl.glRotatef(dip, 0, -1, 0);
gl.glClipPlane(GL2.GL_CLIP_PLANE0, planes[i][0], 0);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glRotatef(strike2, 0, 0, -1);
gl.glRotatef(dip2, 0, -1, 0);
gl.glClipPlane(GL2.GL_CLIP_PLANE1, planes[i][1], 0);
gl.glPopMatrix();
gl.glEnable(GL2.GL_CLIP_PLANE0);
gl.glEnable(GL2.GL_CLIP_PLANE1);
glu.gluSphere(quadric, radius, slices, stacks);
gl.glDisable(GL2.GL_CLIP_PLANE0);
gl.glDisable(GL2.GL_CLIP_PLANE1);
gl.glEndList();
}
}
示例11: render
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@SuppressWarnings("static-access")
protected void render(GL2 gl2) {
if (use_draw_pixels_ || view_width_ == 0 || view_height_ == 0) {
return;
}
assert (initialized_context_ != null);
final float[] vertex_data = {
//tu, tv, x, y, z
0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f };
FloatBuffer vertices = FloatBuffer.wrap(vertex_data);
gl2.glClear(gl2.GL_COLOR_BUFFER_BIT | gl2.GL_DEPTH_BUFFER_BIT);
gl2.glMatrixMode(gl2.GL_MODELVIEW);
gl2.glLoadIdentity();
// Match GL units to screen coordinates.
gl2.glViewport(0, 0, view_width_, view_height_);
gl2.glMatrixMode(gl2.GL_PROJECTION);
gl2.glLoadIdentity();
// Draw the background gradient.
gl2.glPushAttrib(gl2.GL_ALL_ATTRIB_BITS);
gl2.glBegin(gl2.GL_QUADS);
gl2.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); // red
gl2.glVertex2f(-1.0f, -1.0f);
gl2.glVertex2f(1.0f, -1.0f);
gl2.glColor4f(0.0f, 0.0f, 1.0f, 1.0f); // blue
gl2.glVertex2f(1.0f, 1.0f);
gl2.glVertex2f(-1.0f, 1.0f);
gl2.glEnd();
gl2.glPopAttrib();
// Rotate the view based on the mouse spin.
if (spin_x_ != 0) {
gl2.glRotatef(-spin_x_, 1.0f, 0.0f, 0.0f);
}
if (spin_y_ != 0) {
gl2.glRotatef(-spin_y_, 0.0f, 1.0f, 0.0f);
}
if (transparent_) {
// Alpha blending style. Texture values have premultiplied alpha.
gl2.glBlendFunc(gl2.GL_ONE, gl2.GL_ONE_MINUS_SRC_ALPHA);
// Enable alpha blending.
gl2.glEnable(gl2.GL_BLEND);
}
// Enable 2D textures.
gl2.glEnable(gl2.GL_TEXTURE_2D);
// Draw the facets with the texture.
assert (texture_id_[0] != 0);
gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
gl2.glInterleavedArrays(gl2.GL_T2F_V3F, 0, vertices);
gl2.glDrawArrays(gl2.GL_QUADS, 0, 4);
// Disable 2D textures.
gl2.glDisable(gl2.GL_TEXTURE_2D);
if (transparent_) {
// Disable alpha blending.
gl2.glDisable(gl2.GL_BLEND);
}
}
示例12: drawFaceShape
import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void drawFaceShape(List<Vector3f> fps, float[] color, GL2 gl, GLUT glut) {
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, color, 0);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, color, 0);
gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 10);
//gl.glPushAttrib(GL2.GL_LIGHTING_BIT);
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glDisable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_NORMALIZE);
//celo nos
drawCylinder(fps.get(4), fps.get(8), gl, glut);
drawCylinder(fps.get(8), fps.get(9), gl, glut);
drawCylinder(fps.get(4), fps.get(10), gl, glut);
//brada
drawCylinder(fps.get(11), fps.get(12), gl, glut);
drawCylinder(fps.get(12), fps.get(13), gl, glut);
//usta
drawCylinder(fps.get(6), fps.get(5), gl, glut);
drawCylinder(fps.get(5), fps.get(7), gl, glut);
drawCylinder(fps.get(6), fps.get(10), gl, glut);
drawCylinder(fps.get(10), fps.get(7), gl, glut);
drawCylinder(fps.get(6), fps.get(11), gl, glut);
drawCylinder(fps.get(11), fps.get(7), gl, glut);
drawCylinder(fps.get(10), fps.get(5), gl, glut);
drawCylinder(fps.get(5), fps.get(11), gl, glut);
//oci -- zanedbava nespecifikovane body v strede oka
/*drawCylinder(fps.get(1), fps.get(14), gl, glut);
drawCylinder(fps.get(14), fps.get(3), gl, glut);*/
drawCylinder(fps.get(1), fps.get(3), gl, glut);
//drawCylinder(fps.get(3), fps.get(8), gl, glut);
/*drawCylinder(fps.get(0), fps.get(15), gl, glut);
drawCylinder(fps.get(15), fps.get(2), gl, glut);*/
drawCylinder(fps.get(0), fps.get(2), gl, glut);
//drawCylinder(fps.get(2), fps.get(8), gl, glut);
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glDisable(GL2.GL_LIGHTING);
gl.glPopAttrib();
}
示例13: paintNormals
import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void paintNormals(GL2 gl) {
info.c.assignGl(gl);
Faces faces = info.getModel().getFaces();
List<Vector3f> mesh = info.getModel().getVerts();
List<Vector3f> normals = info.getModel().getNormals();
List<Float> distanceCopy = new ArrayList<>(info.getDistance().size());
for (Float f : info.getDistance()) {
if (!info.isUseRelative()) {
distanceCopy.add(Math.abs(f));
} else {
distanceCopy.add(f);
}
}
float[] color = new float[3];
color[0] = 0.8667f;
color[1] = 0.7176f;
color[2] = 0.6275f;
gl.glPushAttrib(GL_ALL_ATTRIB_BITS);
Vector3f normal;
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glEnable(GL2.GL_LIGHTING);
for (int i = 0; i < faces.getNumFaces(); i++) {
int[] facesInd = faces.getFaceVertIdxs(i);
int[] faceNormIndex = faces.getFaceNormalIdxs(i);
gl.glBegin(GL.GL_TRIANGLES);
for (int f = 0; f < facesInd.length; f++) {
if (faceNormIndex[f] != 0) { // if there are normals, render them
normal = normals.get(faceNormIndex[f] - 1);
gl.glNormal3d(normal.getX(), normal.getY(), normal.getZ());
}
float[] ambient = {0.1f, 0.1f, 0.1f, 0.0f};
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, ambient, 0);
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, color, 0);
gl.glMaterialf(GL2.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 10);
float[] colorKs = {0, 0, 0, 1.0f};
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, colorKs, 0);
gl.glVertex3f(mesh.get(facesInd[f] - 1).getX(), mesh.get(facesInd[f] - 1).getY(), mesh.get(facesInd[f] - 1).getZ());
}
gl.glEnd();
}
if (info.getRecompute()) {
recomputeNormals(gl, info, distanceCopy);
info.setRecompute(false);
}
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
info.c.draw();
gl.glDisableClientState(gl.GL_VERTEX_ARRAY);
gl.glPopAttrib();
}
示例14: render
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@SuppressWarnings("static-access")
protected void render(GL2 gl2) {
if (use_draw_pixels_ || view_width_ == 0 || view_height_ == 0)
return;
assert(initialized_context_ != null);
final float[] vertex_data = {
//tu, tv, x, y, z
0.0f, 1.0f, -1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 1.0f, -1.0f, 0.0f,
1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f, 0.0f
};
FloatBuffer vertices = FloatBuffer.wrap(vertex_data);
gl2.glClear(gl2.GL_COLOR_BUFFER_BIT | gl2.GL_DEPTH_BUFFER_BIT);
gl2.glMatrixMode(gl2.GL_MODELVIEW);
gl2.glLoadIdentity();
// Match GL units to screen coordinates.
gl2.glViewport(0, 0, view_width_, view_height_);
gl2.glMatrixMode(gl2.GL_PROJECTION);
gl2.glLoadIdentity();
gl2.glOrtho(0, 0, view_width_, view_height_, 0.1, 100.0);
// Draw the background gradient.
gl2.glPushAttrib(gl2.GL_ALL_ATTRIB_BITS);
gl2.glBegin(gl2.GL_QUADS);
gl2.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); // red
gl2.glVertex2f(-1.0f, -1.0f);
gl2.glVertex2f(1.0f, -1.0f);
gl2.glColor4f(0.0f, 0.0f, 1.0f, 1.0f); // blue
gl2.glVertex2f(1.0f, 1.0f);
gl2.glVertex2f(-1.0f, 1.0f);
gl2.glEnd();
gl2.glPopAttrib();
// Rotate the view based on the mouse spin.
if (spin_x_ != 0)
gl2.glRotatef(-spin_x_, 1.0f, 0.0f, 0.0f);
if (spin_y_ != 0)
gl2.glRotatef(-spin_y_, 0.0f, 1.0f, 0.0f);
if (transparent_) {
// Alpha blending style. Texture values have premultiplied alpha.
gl2.glBlendFunc(gl2.GL_ONE, gl2.GL_ONE_MINUS_SRC_ALPHA);
// Enable alpha blending.
gl2.glEnable(gl2.GL_BLEND);
}
// Enable 2D textures.
gl2.glEnable(gl2.GL_TEXTURE_2D);
// Draw the facets with the texture.
assert(texture_id_[0] != 0);
gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
gl2.glInterleavedArrays(gl2.GL_T2F_V3F, 0, vertices);
gl2.glDrawArrays(gl2.GL_QUADS, 0, 4);
// Disable 2D textures.
gl2.glDisable(gl2.GL_TEXTURE_2D);
if (transparent_) {
// Disable alpha blending.
gl2.glDisable(gl2.GL_BLEND);
}
}
示例15: draw
import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void draw(GL2 gl, float height) {
// Update and fetch texture.
if (adapter.toDraw()) {
adapter.bindTexture(gl);
Texture tex = adapter.getTexture();
if (tex != null) {
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
tex.bind(gl);
TextureCoords texCoords = tex.getImageTexCoords();
FloatBoundingBox box = adapter.getDrawBox();
FloatVector3D upperLeft = box.getUpperLeft();
FloatVector3D upperRight = box.getUpperRight();
FloatVector3D lowerLeft = box.getLowerLeft();
FloatVector3D lowerRight = box.getLowerRight();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(-1, 1,
-1, 1,
-10000, 10000);
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glMatrixMode(GL2.GL_MODELVIEW);
// Lift the x-y-pane up:
gl.glTranslatef(0, 0, height);
// Draw texture.
gl.glBegin(GL2.GL_QUADS);
gl.glTexCoord2f(texCoords.left(), texCoords.top());
gl.glVertex3f(upperLeft.getX(), upperLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
gl.glVertex3f(lowerLeft.getX(), lowerLeft.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
gl.glVertex3f(lowerRight.getX(), lowerRight.getY(), 0.0f);
gl.glTexCoord2f(texCoords.right(), texCoords.top());
gl.glVertex3f(upperRight.getX(), upperRight.getY(), 0.0f);
gl.glEnd();
}
}
// Draw next layer if available.
if (this.hasNextLayer()) {
this.getNextLayer().draw(gl, height + HEIGHT_GAP);
}
}