/** * Called back immediately after the OpenGL context is initialized. Can be used * to perform one-time initialization. Run only once. * GLEventListener method. */ @Override public void init(GLAutoDrawable drawable) { logger.log(Level.INFO, "Initializing OpenGL context."); generateObject(); this.fpsCounter = new FPSCounter(drawable, new Font("SansSerif", Font.BOLD, 12)); this.overlay = new Overlay(drawable, new Font("SansSerif", Font.BOLD, 12)); this.overlay.setColor(127, 127, 127, 100); this.overlay.setTextLocation(Overlay.LOWER_LEFT); // Parse random gcode file and generate something to draw. 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_DEPTH_TEST); // enables depth testing gl.glDepthFunc(GL_LEQUAL); // the type of depth test to do gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // best perspective correction gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smoothes out lighting }
@Override public void glHint(int target, int mode) { gl.glHint(target, mode); }
public static void glHint( int target, int mode) { gl().glHint( target, mode); }
gl2.glFogf(GL2.GL_FOG_START, FOG_DISTANCE - 300); gl2.glFogf(GL2.GL_FOG_END, FOG_DISTANCE); gl2.glHint(GL2.GL_FOG_HINT, GL.GL_FASTEST);
public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); gl.glDisable(GL.GL_CULL_FACE); gl.glShadeModel(GL2.GL_SMOOTH); gl.glClearColor(COLOR_BACKGROUND.getRed() / 255.0f, COLOR_BACKGROUND.getGreen() / 255.0f, COLOR_BACKGROUND.getBlue() / 255.0f, 1); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LEQUAL); gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); gl.setSwapInterval(1); gl.glDisable(GL2.GL_CULL_FACE); delaunayTriangulator = new DelaunayTriangulator(pointSet); }
/** * Called back immediately after the OpenGL context is initialized. Can be * used to perform one-time initialization. Run only once. * * @param drawable */ @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_DEPTH_TEST); // enables depth testing gl.glDepthFunc(GL_LEQUAL); // the type of depth test to do gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // best perspective correction gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smoothes out lighting }
@Override void resetTextureAttributes(Context ctx) { if (VERBOSE) System.err.println("JoglPipeline.resetTextureAttributes()"); GL2 gl = context(ctx).getGL().getGL2(); float[] color = new float[4]; gl.glPushAttrib(GL2.GL_TRANSFORM_BIT); gl.glMatrixMode(GL.GL_TEXTURE); gl.glLoadIdentity(); gl.glPopAttrib(); gl.glTexEnvfv(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_COLOR, color, 0); gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE); gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // FIXME: GL_NV_register_combiners // if (gl.isExtensionAvailable("GL_NV_register_combiners")) { // gl.glDisable(GL.GL_REGISTER_COMBINERS_NV); // } // FIXME: GL_SGI_texture_color_table // if (gl.isExtensionAvailable("GL_SGI_texture_color_table")) { // gl.glDisable(GL.GL_TEXTURE_COLOR_TABLE_SGI); // } }
gl.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, (perspCorrectionMode == TextureAttributes.NICEST) ? GL.GL_NICEST : GL.GL_FASTEST);