@Override public void init(GLAutoDrawable arg0) { getGL().getGL2().glLineWidth(1f); getGL().getGL2().glEnable(GL2.GL_BLEND); getGL().getGL2().glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); }
/** * Calls opengl enable * @param type what to enable */ @Override public void enable(final int type) { //DONE gl.glEnable(type); } }
/** * Calls opengl enable * @param type what to enable */ @Override public void enable(final int type) { // DONE gl.glEnable(type); }
@Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context glu = new GLU(); // get GL Utilities gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color gl.glClearDepth(1.0f); // set clear depth value to farthest gl.glEnable(GL.GL_DEPTH_TEST); // enables depth testing gl.glDepthFunc(GL.GL_LEQUAL); // the type of depth test to do gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // best // perspective // correction gl.glShadeModel(GLLightingFunc.GL_SMOOTH); // blends colors nicely, and // smoothes out // lighting time = System.currentTimeMillis(); }
@Override public void render( DrawContext dc ) { GL2 gl = dc.getGL( ).getGL2( ); gl.glPushAttrib( GL2.GL_POLYGON_BIT ); gl.glPolygonMode( GL2.GL_FRONT, GL2.GL_FILL ); gl.glEnable( GL2.GL_CULL_FACE ); gl.glCullFace( GL2.GL_BACK ); SurfaceTileRenderer r = renderer != null ? renderer : dc.getGeographicSurfaceTileRenderer( ); if ( opacity != 1.0f ) { gl.glEnable( GL2.GL_BLEND ); gl.glBlendFunc( GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA ); gl.glColor4f( 1.0f, 1.0f, 1.0f, opacity ); } else { gl.glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); } try { r.renderTiles( dc, this.thisList ); } finally { gl.glPopAttrib( ); } }
@Override public void init( final GLAutoDrawable drawable ) { final GL2 gl = drawable.getGL().getGL2(); gl.setSwapInterval( 1 ); gl.glEnable( GL.GL_DEPTH_TEST ); gl.glDepthFunc( GL.GL_LEQUAL ); gl.glShadeModel( GLLightingFunc.GL_SMOOTH ); gl.glHint( GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST ); // gl.glEnable( GL.GL_BLEND ); // gl.glBlendFunc( GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA ); gl.glEnable( GL2GL3.GL_POLYGON_SMOOTH ); final float w = this.window.getDrawableSurface().getWidth(); final float h = this.window.getDrawableSurface().getHeight(); // Set the projection matrix (only done once - just here) gl.glMatrixMode( GLMatrixFunc.GL_PROJECTION ); gl.glLoadIdentity(); this.glu.gluPerspective( 50, (w / h), 0.01, 10 ); // Set the initial model matrix gl.glMatrixMode( GLMatrixFunc.GL_MODELVIEW ); gl.glLoadIdentity(); gl.glViewport( 0, 0, (int) w, (int) h ); /* viewport size in pixels */ }
gl.glEnable(GL2.GL_AUTO_NORMAL);
final GL2 gl = joglContext.getGL().getGL2(); gl.glEnable(GL.GL_SCISSOR_TEST); final Rectangle r = Java2D.getOGLScissorBox(g);
(float)(this.oneOverDataLength * z + this.oneOverDataLength / 2d)-1f ); gl.glScalef( (float) b, (float)Math.abs(v), (float) this.oneOverDataLength ); gl.glEnable( GL.GL_POLYGON_OFFSET_FILL ); gl.glPolygonOffset( 1, 1 ); this.glut.glutSolidCube( 1f );
break; case SOLID_AND_WIRE: gl.glEnable( GL.GL_POLYGON_OFFSET_FILL ); gl.glPolygonOffset( 1, 1 ); case SOLID:
gl.glLoadIdentity(); gl.glEnable(GL.GL_BLEND); gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA); final Texture texture = getTexture();
gl.glEnable(GL.GL_TEXTURE_2D); gl.glColor4f(1f, 1f, 1f, 1f); final Node node2 = shared.layout.getNode(od);