@Override public void render(float delta) { if (this.handleInput(delta)) { myGame.setScreen(BaseGame.screens.get("main")); return; } // Make a black background if (Settings.getRetro()) { GL10 g1 = Gdx.graphics.getGL10(); Gdx.gl.glClearColor(0, 0, 0, 1); g1.glClear(GL20.GL_COLOR_BUFFER_BIT); } else { GL10 g1 = Gdx.graphics.getGL10(); Gdx.gl.glClearColor(.19f, .19f, .19f, 1f); g1.glClear(GL20.GL_COLOR_BUFFER_BIT); } float dpi = Gdx.graphics.getDensity() * 160f; float inchHeight = ((float) Gdx.graphics.getHeight()) / dpi; spriteBatch.begin(); font.setScale(2 * dpi * (inchHeight / 22f) / 72f); font.draw(spriteBatch, "High Scores", xx * .40f, yy * .98f); font.setScale(dpi * (inchHeight / 22f) / 72f); for (int i = 0; i < 10; i++) { font.draw(spriteBatch, scores[i][0], xx * .05f, yy * (.85f - i * .08f)); font.draw(spriteBatch, scores[i][1], xx * .20f, yy * (.85f - i * .08f)); font.draw(spriteBatch, scores[i][2], xx * .70f, yy * (.85f - i * .08f)); } spriteBatch.end(); }
@Override public void render(float delta) { // TODO Auto-generated method stub if (Gdx.input.justTouched()) { guiCam.unproject(touch.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (startbutton.contains(touch)) { maingame.setScreen(maingame.mainscene); return; } } GL10 gl = Gdx.graphics.getGL10(); gl.glClearColor(0, 0, 0, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); /* * Actualiza los parametros de la camara * y los enlaza al objeto de renderizado batcher * */ guiCam.update(); this.batcher.setProjectionMatrix(this.guiCam.combined); /* * Desactiva las trasnparencias * */ batcher.disableBlending(); batcher.begin(); batcher.draw(Assets.background, 0, 0, 10, 15); batcher.end(); batcher.enableBlending(); batcher.begin(); batcher.draw(Assets.title, 1, 6, 8, 8); batcher.draw(Assets.start, x, 3, 6, 3); x += c; batcher.end(); }
private void renderPlanet( GL10 gl, String texture, boolean uvtype, float radius, float x, float y, float z, Application app) { radius = radius * worldscale; if (texture.equals("earth")) { // render earth/jupiter texture planetTexture.bind(); } else if (texture.equals("sun")) { // render mars/sun texture planetTexture.bind(); } gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to 10% size of earth gl.glScalef(radius, radius, radius); gl.glRotatef((Splash.planetmove / 10) - 180, 0, 1, 0); if (uvtype == true) { // render lower planet texture planetMesh.render(GL10.GL_TRIANGLES); } else { // render upper planet texture planetMesh02.render(GL10.GL_TRIANGLES); } gl.glPopMatrix(); }
private void setStaticProjectionAndCamera(Graphics graphics, Application app, GL10 gl) { gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); // x=left-right, y=up-down, z=back-forward camera.far = 1000000; camera.position.set(0, 7f + 0, 9f + 0); // camera.direction.set(0, 0, -4f).sub(camera.position).nor(); camera.fieldOfView = 67; float orbitRadius = (new Vector3(0, 0, 0).dst(camera.position)); camera.position.set(new Vector3(0, 0, 0)); camera.rotate(Splash.cameraHorizAngle, 0, 1, 0); Vector3 orbitReturnVector = new Vector3(0, 0, 0); orbitReturnVector.set(camera.direction.tmp().mul(-orbitRadius)); camera.translate(orbitReturnVector.x, orbitReturnVector.y, orbitReturnVector.z); camera.update(); camera.apply(gl); orbitRadius = (new Vector3(0, 0, 0)).dst(camera.position); camera.position.set(new Vector3(0, 0, 0)); camera.rotate(Splash.cameraVertAngle, 1, 0, 0); orbitReturnVector = new Vector3(0, 0, 0); orbitReturnVector.set(camera.direction.tmp().mul(-orbitRadius)); camera.translate(orbitReturnVector.x, orbitReturnVector.y, orbitReturnVector.z); camera.update(); camera.apply(gl); gl.glMatrixMode(GL10.GL_MODELVIEW); Splash.cameraHorizAngle = 0; Splash.cameraVertAngle = 0; }
@Override public void render() { GL10 gl = Gdx.app.getGraphics().getGL10(); gl.glClearColor(r, g, b, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); }
private void setLighting(GL10 gl) { gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] {0.25f, 0.25f, 0.29f, 1f}, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] {0.99f, 0.99f, 0.79f, 1f}, 0); // bright yellow light gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, new float[] {.9f, .9f, 1f, 1f}, 0); gl.glEnable(GL10.GL_COLOR_MATERIAL); }
/** * @param simulation * @param gl */ private void renderHud(GL10 gl) { gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); int width = Gdx.app.getGraphics().getWidth(); int height = Gdx.app.getGraphics().getHeight(); // spriteBatch.setProjectionMatrix(viewMatrix); // spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin(); spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); /*A minimum of dataset B maximum of dataset a is from where you would like normalised data set to start b is where you would like normalised data set to end x is the value you are trying to normalise a + (x-A)*(b-a)/(B-A) */ float length = 0 + (progress - 0) * ((Gdx.graphics.getWidth() / 10) * 8 - 0) / (1 - 0); spriteBatch.setColor(0, 0, 1, 1); spriteBatch.draw( progressBarTexture, Gdx.graphics.getWidth() / 10, 110, (Gdx.graphics.getWidth() / 10) * 8, 30); spriteBatch.setColor(0, 1, 1, 1); spriteBatch.draw(progressBarTexture, (Gdx.graphics.getWidth() / 10) + 2, 112, length, 26); spriteBatch.setColor(1, 1, 1, 1); font.draw(spriteBatch, "Version:" + BattleBeasties3d.version, 10, 10); font.draw(spriteBatch, "Loading " + String.format("%.0f", progress * 100) + "%", 100, 100); if (Splash.fadeIn) { spriteBatch.setColor(0, 0, 0, Splash.fadeTimer); spriteBatch.draw(xfadeTexture, 0, 0, width, height); } if (Splash.fadeOut) { spriteBatch.setColor(1, 1, 1, Splash.fadeTimer); spriteBatch.draw(xfadeTexture, 0, 0, width, height); } spriteBatch.setColor(1, 1, 1, 1); if (BattleBeasties3d.Error == BattleBeasties3d.NETWORK_DOWN && netErrorShown == false) { stage.addActor( Actors.bottomToast( "Connection to internet failed, Please check your network is working.", 5, skin)); netErrorShown = true; } spriteBatch.end(); }
private void renderStaticShip(GL10 gl, Application app) { shipTexture.bind(); gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); shipMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); float noise = (float) Math.random() / 2; renderJet(gl, 2.3f, 1f + noise, 1.1f, -.5f, 1.8f, app); noise = (float) Math.random() / 2; renderJet(gl, 2.3f, 1f + noise, -1.1f, -.5f, 1.8f, app); }
@Override public void render(float delta) { GL10 gl = Gdx.graphics.getGL10(); // Update model gameLogic.update((int) (delta * 1000.0f)); // clear previous frame gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); }
public void update() { dynamicsWorld.stepSimulation(Gdx.graphics.getDeltaTime(), 5); GL10 gl = Gdx.gl10; for (int i = 0; i < entities.size; i++) { final Entity entity = entities.get(i); gl.glPushMatrix(); gl.glMultMatrixf(entity.worldTransform.transform.val, 0); gl.glColor4f(entity.color.r, entity.color.g, entity.color.b, entity.color.a); entity.mesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } }
@Override public void render() { GL10 gl = Gdx.gl10; gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glEnable(GL10.GL_COLOR_MATERIAL); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); camera.apply(Gdx.gl10); world.update(); }
@Override public void render() { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); spriteBatch.setProjectionMatrix(worldCamera.projection); spriteBatch.setTransformMatrix(worldCamera.view); spriteBatch.begin(); farmSprite.draw(spriteBatch); spriteBatch.end(); shapeRenderer.setProjectionMatrix(worldCamera.projection); shapeRenderer.setTransformMatrix(worldCamera.view); shapeRenderer.setColor(1f, 1f, 1f, 1f); shapeRenderer.begin(ShapeType.Line); for (int i = 0; i < convexHull2d.getPointsCount(); i++) { float x0 = convexHull2d.getX(i); float y0 = convexHull2d.getY(i); if (i + 1 == convexHull2d.getPointsCount()) { float x1 = convexHull2d.getX(0); float y1 = convexHull2d.getY(0); shapeRenderer.line(x0, y0, x1, y1); break; } float x1 = convexHull2d.getX(i + 1); float y1 = convexHull2d.getY(i + 1); shapeRenderer.line(x0, y0, x1, y1); } shapeRenderer.end(); shapeRenderer.setColor(0f, 1f, 1f, 1f); shapeRenderer.begin(ShapeType.Line); for (int i = 0; i < smallConvexHull2d.getPointsCount(); i++) { float x0 = smallConvexHull2d.getX(i); float y0 = smallConvexHull2d.getY(i); if (i + 1 == smallConvexHull2d.getPointsCount()) { float x1 = smallConvexHull2d.getX(0); float y1 = smallConvexHull2d.getY(0); shapeRenderer.line(x0, y0, x1, y1); break; } float x1 = smallConvexHull2d.getX(i + 1); float y1 = smallConvexHull2d.getY(i + 1); shapeRenderer.line(x0, y0, x1, y1); } shapeRenderer.end(); shapeRenderer.setColor(1f, 0f, 0f, 1f); shapeRenderer.begin(ShapeType.FilledCircle); for (int i = 0; i < convexHull2d.getPointsCount(); i++) { float x = convexHull2d.getX(i); float y = convexHull2d.getY(i); shapeRenderer.filledCircle(x, y, 1f, 5); } shapeRenderer.end(); }
private void setupMatrices() { if (!Gdx.graphics.isGL20Available()) { GL10 gl = Gdx.gl10; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadMatrixf(projectionMatrix.val, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadMatrixf(transformMatrix.val, 0); } else { combinedMatrix.set(projectionMatrix).mul(transformMatrix); if (customShader != null) { customShader.setUniformMatrix("u_proj", projectionMatrix); customShader.setUniformMatrix("u_trans", transformMatrix); customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.setUniformMatrix("u_projectionViewMatrix", combinedMatrix); shader.setUniformi("u_texture", 0); } } }
/** Dibuja en pantalla, lo que se cargo previamente en el metodo cargar, de esta clase. */ public void Render() { GL10 gl = Gdx.gl10; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); for (int i = 0; i < LAYERS; i++) { SpriteCache cache = caches[i]; cache.setProjectionMatrix(cam.combined); cache.begin(); for (int j = 0; j < TILES_PER_LAYER; j += BLOCK_TILES) { cache.draw(layers[i], j, BLOCK_TILES); } cache.end(); } if (System.nanoTime() - startTime >= 1000000000) { // Gdx.app.log("TileTest", "fps: " + Gdx.graphics.getFramesPerSecond()); startTime = System.nanoTime(); } }
public void render() { spriteBatch .getProjectionMatrix() .setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); float delta = Gdx.graphics.getDeltaTime(); GL10 gl = Gdx.graphics.getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); spriteBatch.begin(); effect.draw(spriteBatch, delta); spriteBatch.end(); fpsCounter += delta; if (fpsCounter > 3) { fpsCounter = 0; int activeCount = emitters.get(emitterIndex).getActiveCount(); System.out.println( activeCount + "/" + particleCount + " particles, FPS: " + Gdx.graphics.getFramesPerSecond()); } }
private void renderSky(GL10 gl) { gl.glDisable(GL10.GL_LIGHTING); skyTexture.bind(); gl.glColor4f(1, 1, 1, 1); gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); gl.glScalef(100f, 100f, 100f); skyMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); }
/** * render ship jets * * @param basescale :- scale factor for jet size before applying thrust * @param length :- scale factor for jet length, typically thrust value + random noise * @param x The jet's x-coordinate. * @param y The jet's y-coordinate. * @param z The jet's z-coordinate. * @return The product, in a vector <#, #, #, 1>, representing the rotated point. */ private void renderJet( GL10 gl, float baseScale, float length, float x, float y, float z, Application app) { jetTexture.bind(); gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to size of earth gl.glScalef(baseScale, baseScale, baseScale * length); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glDisable(GL10.GL_LIGHTING); // gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f); jetMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); // gl.glEnable(GL10.GL_DEPTH_TEST); }
public void render(GL10 gl) { gl.glPushMatrix(); gl.glTranslatef(position.x, position.y, -50); mesh.render(GL10.GL_TRIANGLE_STRIP); gl.glPopMatrix(); }
@Override public void render() { GL10 gl = Gdx.graphics.getGL10(); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); gl.glClearColor(0.7f, 0.7f, 0.7f, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(angle, 0, 0, 1); angle += angleIncrement; gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); vertices.position(0); gl.glColorPointer(4, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glClientActiveTexture(GL10.GL_TEXTURE0); gl.glActiveTexture(GL10.GL_TEXTURE0); tex.bind(); vertices.position(4); gl.glTexCoordPointer(2, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glClientActiveTexture(GL10.GL_TEXTURE1); gl.glActiveTexture(GL10.GL_TEXTURE1); tex2.bind(); vertices.position(6); gl.glTexCoordPointer(2, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); vertices.position(8); gl.glVertexPointer(3, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); }
private void renderSun(GL10 gl, float radius, float x, float y, float z, Application app) { gl.glDisable(GL10.GL_LIGHTING); radius = radius * worldscale; sunTexture.bind(); gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to size of earth gl.glScalef(radius, radius, radius); gl.glDisable(GL10.GL_CULL_FACE); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glPushMatrix(); gl.glDisable(GL10.GL_LIGHTING); // gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f); sunMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); }
public void enable(GL10 gl) { gl.glLightModelfv(GL10.GL_LIGHT_MODEL_AMBIENT, color, 0); }
@Override public void resize(int w, int h) { // set OpenGL viewport GL10 gl = Gdx.app.getGraphics().getGL10(); gl.glViewport(0, 0, w, h); }
@Override public void render(float delta, GL10 gl) { gl.glClearColor(1, 0, 0, 1); gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); }
private void renderInsideStation(Application app) { GL10 gl = app.getGraphics().getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight()); gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); setStaticProjectionAndCamera(app.getGraphics(), app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderSky(gl); renderPlanet(gl, "sun", true, 1737f, Splash.planetmove - 150, 0, -2500, app); renderSky(gl); gl.glDisable(GL10.GL_DITHER); gl.glDisable(GL10.GL_CULL_FACE); // do alpha models after this renderStaticShip(gl, app); renderSun(gl, 70000f, -1600, 0, -4500, app); gl.glDisable(GL10.GL_TEXTURE_2D); renderHud(gl); }
@Override public void render() { GL10 gl = Gdx.graphics.getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); }
/** * This method is responsible for OpenGL rendering mechanism. Adds lighting to the world. Checks * rigidBody map for proper collisionshapes (like SphereShape or BoxShape). */ public void render(float delta) { float[] light_ambient = new float[] {1.5f, 1.5f, 1.5f, 1.5f}; float[] light_diffuse = new float[] {1.0f, 1.0f, 1.0f, 1.0f}; float[] light_specular = new float[] {1.0f, 1.0f, 1.0f, 1.0f}; float[] light_position0 = new float[] {1.0f, 10.0f, 1.0f, 0.0f}; light_position0[0] = position.x + 10; light_position0[1] = position.y; light_position0[2] = position.z; float x = 0.0f, z = 0.0f; GL10 gl = Gdx.graphics.getGL10(); deltaTime = Gdx.graphics.getDeltaTime(); Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, light_ambient, 0); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, light_diffuse, 0); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, light_specular, 0); Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, light_position0, 0); Gdx.graphics.getGL11().glEnable(GL10.GL_LIGHTING); Gdx.graphics.getGL11().glEnable(GL10.GL_LIGHT0); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_CULL_FACE); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); startTime = System.nanoTime(); rigidBody = physics.doSimulation(deltaTime, 1); endTime = (System.nanoTime() - startTime) / 1000000000.0f; for (RigidBody body : rigidBody.values()) { if (body.geometry.shape.getType() == ShapeType.BOX_SHAPE_PROXYTYPE) { gl.glPushMatrix(); body.motionState.resultSimulation.getOpenGLMatrix(glMat); gl.glMultMatrixf(glMat, 0); wallShapeZ = (BoxShape) body.geometry.shape; wood.bind(); gl.glRotatef(270, 1, 0, 0); gl.glScalef(7, 7, 7); wall.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } if (body.geometry.shape.getType() == ShapeType.STATIC_PLANE_PROXYTYPE) { gl.glPushMatrix(); body.motionState.resultSimulation.getOpenGLMatrix(glMat); gl.glMultMatrixf(glMat, 0); groundShape = (StaticPlaneShape) body.geometry.shape; stone.bind(); gl.glRotatef(270, 1, 0, 0); gl.glScalef(6f, 6f, 6f); plane.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } if (body.geometry.shape.getType() == ShapeType.SPHERE_SHAPE_PROXYTYPE) { gl.glPushMatrix(); sphereMovement(body); body.motionState.resultSimulation.getOpenGLMatrix(glMat); gl.glMultMatrixf(glMat, 0); x = body.motionState.resultSimulation.originPoint.x; z = body.motionState.resultSimulation.originPoint.z; if ((x >= 19.0 && x <= 26.5) && (z >= 8.4 && z <= 8.6)) { Gdx.app.log("Zwyciestwo", "lolol"); } if (indexior == 0) black.bind(); else if (indexior == 1) green.bind(); else if (indexior == 2) pink.bind(); else if (indexior == 3) steel.bind(); else if (indexior == 4) maja.bind(); sphere.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); cameraSetup(body); } } if (Gdx.input.justTouched()) { FileHandle fh = Gdx.files.local("ala.txt"); fh.writeString( String.valueOf(x) + " " + String.valueOf(z) + " " + String.valueOf(indexior), false); game.setScreen(new MenuScreen(game)); } gl.glPushMatrix(); gl.glTranslatef(22.0f, -10.0f, 8.5f); gl.glScalef(1.0f, 1.0f, 1.0f); gl.glRotatef(270, 1, 0, 0); aim.bind(); target.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); }