private static void drawBox() { GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 0.0f); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 0.0f); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 0.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 0.0f); GL11.glEnd(); }
protected void doFlush() { if (!(activeShader instanceof BasicShader)) throw new IllegalStateException("Need Basic Shader in 1.1 mode"); GL11.glNewList(displayList, GL11.GL_COMPILE); ((BasicShader) activeShader).assign(true); GL11.glPushMatrix(); GL11.glBegin(renderMode); for (int i = 0; i < numVerticies; i += 1) { int index = i * 4; if (useColors) GL11.glColor3f( colorBuffer.get(index), colorBuffer.get(index + 1), colorBuffer.get(index + 2)); if (useNormals) GL11.glNormal3f( normalBuffer.get(index), normalBuffer.get(index + 1), normalBuffer.get(index + 2)); if (useTextures) GL11.glTexCoord2f(uvBuffer.get((i * 2)), uvBuffer.get((i * 2) + 1)); GL11.glVertex4f( vertexBuffer.get(index), vertexBuffer.get(index + 1), vertexBuffer.get(index + 2), vertexBuffer.get(index + 3)); } GL11.glEnd(); GL11.glPopMatrix(); GL11.glEndList(); }