public void glLineWidth (float width) { GL11.glLineWidth(width); }
public void glLineWidth (float width) { GL11.glLineWidth(width); }
public void glLineWidth (float width) { GL11.glLineWidth(width); }
public void glLineWidth (float width) { GL11.glLineWidth(width); }
@Override public void glLineWidth(final float width) { GL11.glLineWidth(width); }
public void glLineWidth(float param1) { GL11.glLineWidth(param1); }
public void renderLocally(float lineThickness) { CoreRegistry.get(ShaderManager.class).enableDefault(); if (displayListWire == -1) { generateDisplayListWire(); } glPushMatrix(); glTranslated(0f, aabb.getCenter().y, 0f); glLineWidth(lineThickness); glCallList(displayListWire); glPopMatrix(); }
@Override public void renderOverlay() { if (entityToRegionOutlineMap.isEmpty()) { return; // skip everything if there is nothing to do to avoid possibly costly draw mode changes } glDisable(GL_DEPTH_TEST); glLineWidth(2); Vector3f cameraPosition = worldRenderer.getActiveCamera().getPosition(); FloatBuffer tempMatrixBuffer44 = BufferUtils.createFloatBuffer(16); FloatBuffer tempMatrixBuffer33 = BufferUtils.createFloatBuffer(12); material.setFloat("sunlight", 1.0f, true); material.setFloat("blockLight", 1.0f, true); material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix()); Vector3f worldPos = new Vector3f(); Vector3f worldPositionCameraSpace = new Vector3f(); worldPositionCameraSpace.sub(worldPos, cameraPosition); Matrix4f matrixCameraSpace = new Matrix4f(new Quat4f(0, 0, 0, 1), worldPositionCameraSpace, 1.0f); Matrix4f modelViewMatrix = MatrixUtils.calcModelViewMatrix(worldRenderer.getActiveCamera().getViewMatrix(), matrixCameraSpace); MatrixUtils.matrixToFloatBuffer(modelViewMatrix, tempMatrixBuffer44); material.setMatrix4("worldViewMatrix", tempMatrixBuffer44, true); MatrixUtils.matrixToFloatBuffer(MatrixUtils.calcNormalMatrix(modelViewMatrix), tempMatrixBuffer33); material.setMatrix3("normalMatrix", tempMatrixBuffer33, true); for (RegionOutlineComponent regionOutline: entityToRegionOutlineMap.values()) { material.setFloat3("colorOffset", regionOutline.color.rf(), regionOutline.color.gf(), regionOutline.color.bf(), true); drawRegionOutline(regionOutline); } glEnable(GL_DEPTH_TEST); }
material.setFloat("blockLight", 1.0f, true); material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix()); glLineWidth(2); Vector3f worldPos = new Vector3f();
GL11.glLineWidth(thickness); renderBlockOutline(axis); GL11.glLineWidth(thickness + 3F); GL11.glColor4ub((byte) colorRGB.getRed(), (byte) colorRGB.getGreen(), (byte) colorRGB.getBlue(), (byte) 64); renderBlockOutline(axis);
/** * @see org.newdawn.slick.opengl.renderer.SGL#glLineWidth(float) */ public void glLineWidth(float width) { GL11.glLineWidth(width); }
@Override public void setLineWidth(float width) { glLineWidth(width); }
@Override public void glLineWidth(float width) { GL11.glLineWidth(width); }
@Override public void glLineWidth(float width) { GL11.glLineWidth(width); }
@Override public void glLineWidth(float width) { GL11.glLineWidth(width); }
@Override public void glLineWidth(float width) { GL11.glLineWidth(width); }
radius += 4; GlStateManager.disableTexture2D(); GL11.glLineWidth(3F); GL11.glBegin(GL11.GL_LINE_STRIP); GlStateManager.color(0F, 1F, 1F, 1F);
GL11.glLineWidth(1F); tessellator.getBuffer().begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
@Override public void renderBody(Galaxy galaxy, SpaceBody spaceBody, TileEntityMachineStarMap starMap, float partialTicks, float viewerDistance) { if (spaceBody instanceof Planet) { glLineWidth(1); Planet planet = (Planet) spaceBody; GlStateManager.pushMatrix(); renderPlanet(planet, viewerDistance); GlStateManager.popMatrix(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GlStateManager.enableTexture2D(); } }
public void drawLine(int x1, int y1, int x2, int y2, int thickness, int color) { GlStateManager.disableTexture2D(); applyColor(color); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glLineWidth(1 + thickness * this.width / 500F); GL11.glBegin(GL11.GL_LINES); GL11.glVertex3f(x1, y1, 0); GL11.glVertex3f(x2, y2, 0); GL11.glEnd(); GlStateManager.enableTexture2D(); }