@Override public void init(GLAutoDrawable drawable) { GL2 gl = drawable.getGL().getGL2(); if(DEBUG) { gl = new DebugGL2(gl); drawable.setGL(gl); } // As we aren't really rendering models, but just drawing, // We do not need to set up a lot. gl.glClearColor(1f, 1f, 1f, 1f); gl.glDisable(GL.GL_DEPTH_TEST); gl.glDisable(GL.GL_CULL_FACE); glu = new GLU(); shared.camera = new Simple1DOFCamera(glu); shared.camera.addCameraListener(new CameraListener() { @Override public void cameraChanged() { canvas.display(); } }); // Setup arcball: arcball = new Arcball1DOFAdapter(shared.camera); shared.textrenderer = new TextRenderer(new Font(Font.SANS_SERIF, Font.BOLD, 36)); // Ensure listeners. switchState(state); }
if (nv == 0) { gl.glDisable(GL2.GL_AUTO_NORMAL); gl.glNormal3f(0, 0, partNum == 3 ? 1 : -1); gl.glBegin(GL.GL_TRIANGLE_FAN);
(ortho ? (GL.GL_DEPTH_BUFFER_BIT | GL2.GL_TRANSFORM_BIT) : 0); gl.glPushAttrib(attribBits); gl.glDisable(GLLightingFunc.GL_LIGHTING); if (ortho) { if (disableDepthTestForOrtho) { gl.glDisable(GL.GL_DEPTH_TEST); gl.glDisable(GL.GL_CULL_FACE); gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glPushMatrix();
gl.glPolygonOffset( 1, 1 ); this.glut.glutSolidCube( 1f ); gl.glDisable( GL.GL_POLYGON_OFFSET_FILL ); gl.glColor3f( 0, 0, 0 ); this.glut.glutWireCube( 1f );
gl.glVertex3d(node2.getX(), node2.getY(), 0f); gl.glEnd(); gl.glDisable(GL.GL_TEXTURE_2D);