LOG.debug( "Total number of buildings : " + size() ); context.glPushAttrib( GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT ); Iterator<WorldRenderableObject> it = buildings.iterator(); while ( it.hasNext() ) {
/** * @param gl * */ private void setupLighting( GL gl ) { gl.glPushAttrib( GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT ); gl.glMaterialfv( GL.GL_FRONT, GL.GL_AMBIENT, ambientColor, 0 ); gl.glMaterialfv( GL.GL_FRONT, GL.GL_DIFFUSE, diffuseColor, 0 ); gl.glMaterialfv( GL.GL_FRONT, GL.GL_SPECULAR, specularColor, 0 ); gl.glMaterialf( GL.GL_FRONT, GL.GL_SHININESS, shininess ); }
gl.glPushAttrib(GL.GL_COLOR_BUFFER_BIT | GL.GL_POLYGON_BIT | GL.GL_CURRENT_BIT); gl.glColor4d(1d, 1d, 1d, this.getOpacity()); gl.glEnable(GL.GL_BLEND); gl.glPushAttrib(GL.GL_COLOR_BUFFER_BIT | GL.GL_POLYGON_BIT);
LOG.debug( "Total number of trees : " + size() ); context.glPushAttrib( GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT | GL.GL_ENABLE_BIT ); context.glMaterialfv( GL.GL_FRONT, GL.GL_DIFFUSE, new float[] { 1, 1, 1, 1 }, 0 ); context.glMaterialfv( GL.GL_FRONT, GL.GL_SPECULAR, new float[] { 0.3f, 0.3f, 0.3f, 1 }, 0 );
public void renderPrepared( RenderContext glRenderContext, DirectGeometryBuffer geomBuffer ) { enableArrays( glRenderContext, geomBuffer ); GL context = glRenderContext.getContext(); normalBuffer.rewind(); context.glPushAttrib( GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT ); // context.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, ambientColor, 0 ); context.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, diffuseColor, 0 ); context.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, specularColor, 0 ); context.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_EMISSION, emmisiveColor, 0 ); context.glMaterialf( GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, style.getShininess() ); context.glDrawArrays( openGLType, 0, vertexCount ); context.glPopAttrib(); disableArrays( glRenderContext ); }
gl.glPushAttrib(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_POLYGON_BIT | GL.GL_TEXTURE_BIT | GL.GL_ENABLE_BIT | GL.GL_CURRENT_BIT);
private void debug( RenderContext context ) { GL gl = context.getContext(); gl.glPushAttrib( GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT ); gl.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[] { 1, 0, 0 }, 0 ); gl.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, new float[] { 1, 0, 0 }, 0 ); float[] bbox = getModelBBox(); gl.glBegin( GL.GL_QUADS ); // Front face gl.glNormal3f( 0, 0, 1 ); gl.glVertex3f( bbox[0], bbox[1], bbox[2] ); gl.glVertex3f( bbox[3], bbox[4], bbox[2] ); gl.glVertex3f( bbox[3], bbox[4], bbox[5] ); gl.glVertex3f( bbox[0], bbox[1], bbox[5] ); gl.glEnd(); gl.glPopAttrib(); } }
gl.glPushAttrib( GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT ); gl.glMaterialfv( GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, color, 0 );
private void drawCube( GL gl ) { gl.glPushAttrib( GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT ); gl.glDisable( GL.GL_BLEND ); float[] color = new float[] { 1, 0, 0 };