gl2.glGetDoublev( GL2.GL_MODELVIEW_MATRIX, modelViewMatrix, 0); gl2.glGetDoublev( GL2.GL_PROJECTION_MATRIX, projectionMatrix, 0);
public static void glGetDoublev( int pname, DoubleBuffer params) { gl().glGetDoublev( pname, params); }
public static void glGetDoublev( int pname, double[] params, int params_offset) { gl().glGetDoublev( pname, params, params_offset); }
protected double[] getModelViewAsDouble(GL gl) { // Consider using single precision (=float ?) double modelview[] = new double[16]; if (gl.isGL2()) { gl.getGL2().glGetDoublev(GLMatrixFunc.GL_MODELVIEW_MATRIX, modelview, 0); } else { GLES2CompatUtils.glGetDoublev(GLMatrixFunc.GL_MODELVIEW_MATRIX, modelview, 0); } return modelview; }
protected double[] getProjectionAsDouble(GL gl) { // Consider using single precision (=float ?) double projection[] = new double[16]; if (gl.isGL2()) { gl.getGL2().glGetDoublev(GLMatrixFunc.GL_PROJECTION_MATRIX, projection, 0); } else { GLES2CompatUtils.glGetDoublev(GLMatrixFunc.GL_PROJECTION_MATRIX, projection, 0); } return projection; }
public void setFrustrum(GL2 gl) { GLU glu = new GLU(); gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(viewBounds.minX, viewBounds.maxX, viewBounds.minY, viewBounds.maxY); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); // update matrices for mouse position calculation gl.glGetDoublev( GL2.GL_MODELVIEW_MATRIX, modelview,0); gl.glGetDoublev( GL2.GL_PROJECTION_MATRIX, projection,0); gl.glGetIntegerv( GL2.GL_VIEWPORT, viewport,0 ); }
gl.glGetDoublev(GL2.GL_MODELVIEW_MATRIX, this.modelview, 0); gl.glGetDoublev(GL2.GL_PROJECTION_MATRIX, this.projection, 0); gl.glGetIntegerv(GL2.GL_VIEWPORT, this.viewport, 0); float[] fl = getKoords();