public void glLoadMatrixx(int[] m, int offset) { for(int i = 0; i < MATRIX_SIZE; i++) { mMatrix[mTop + i] = fixedToFloat(m[offset + i]); } }
public void glLoadMatrixx(int[] m, int offset) { for(int i = 0; i < MATRIX_SIZE; i++) { mMatrix[mTop + i] = fixedToFloat(m[offset + i]); } }
public void glOrthox(int left, int right, int bottom, int top, int near, int far) { glOrthof(fixedToFloat(left), fixedToFloat(right), fixedToFloat(bottom), fixedToFloat(top), fixedToFloat(near), fixedToFloat(far)); }
public void glFrustumx(int left, int right, int bottom, int top, int near, int far) { glFrustumf(fixedToFloat(left),fixedToFloat(right), fixedToFloat(bottom), fixedToFloat(top), fixedToFloat(near), fixedToFloat(far)); }
public void glFrustumx(int left, int right, int bottom, int top, int near, int far) { glFrustumf(fixedToFloat(left),fixedToFloat(right), fixedToFloat(bottom), fixedToFloat(top), fixedToFloat(near), fixedToFloat(far)); }
public void glOrthox(int left, int right, int bottom, int top, int near, int far) { glOrthof(fixedToFloat(left), fixedToFloat(right), fixedToFloat(bottom), fixedToFloat(top), fixedToFloat(near), fixedToFloat(far)); }
public void glLoadMatrixx(IntBuffer m) { for(int i = 0; i < MATRIX_SIZE; i++) { mMatrix[mTop + i] = fixedToFloat(m.get()); } }
public void glLoadMatrixx(IntBuffer m) { for(int i = 0; i < MATRIX_SIZE; i++) { mMatrix[mTop + i] = fixedToFloat(m.get()); } }
public void glRotatex(int angle, int x, int y, int z) { glRotatef(angle, fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); }
public void glScalex(int x, int y, int z) { glScalef(fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); }
public void glRotatex(int angle, int x, int y, int z) { glRotatef(angle, fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); }
public void glScalex(int x, int y, int z) { glScalef(fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); }
public void glTranslatex(int x, int y, int z) { glTranslatef(fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); }
public void glTranslatex(int x, int y, int z) { glTranslatef(fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); }
public void glMultMatrixx(int[] m, int offset) { for(int i = 0; i < MATRIX_SIZE; i++) { mTemp[MATRIX_SIZE + i] = fixedToFloat(m[offset + i]); } glMultMatrixf(mTemp, MATRIX_SIZE); }
public void glMultMatrixx(IntBuffer m) { for(int i = 0; i < MATRIX_SIZE; i++) { mTemp[MATRIX_SIZE + i] = fixedToFloat(m.get()); } glMultMatrixf(mTemp, MATRIX_SIZE); }
public void glMultMatrixx(int[] m, int offset) { for(int i = 0; i < MATRIX_SIZE; i++) { mTemp[MATRIX_SIZE + i] = fixedToFloat(m[offset + i]); } glMultMatrixf(mTemp, MATRIX_SIZE); }
public void glMultMatrixx(IntBuffer m) { for(int i = 0; i < MATRIX_SIZE; i++) { mTemp[MATRIX_SIZE + i] = fixedToFloat(m.get()); } glMultMatrixf(mTemp, MATRIX_SIZE); }