@Override public void display(GLAutoDrawable glad) { System.out.println("display"); GL3 gl3 = glad.getGL().getGL3(); gl3.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); gl3.glClear(GL3.GL_COLOR_BUFFER_BIT); programObject.bind(gl3); { programObject.setUniform(gl3, "offset", new float[] {0.5f, 0.5f}, 2); gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexBufferObject[0]); gl3.glEnableVertexAttribArray(0); gl3.glEnableVertexAttribArray(1); { gl3.glVertexAttribPointer(0, 4, GL3.GL_FLOAT, false, 0, 0); gl3.glVertexAttribPointer(1, 4, GL3.GL_FLOAT, false, 0, 36 * 4 * 4); gl3.glDrawArrays(GL3.GL_TRIANGLES, 0, 36); } gl3.glDisableVertexAttribArray(0); gl3.glDisableVertexAttribArray(1); } programObject.unbind(gl3); glad.swapBuffers(); }
/** This method is called at the beginning of each frame, i.e., before scene drawing starts. */ private void beginFrame() { // Set the active shader as default for this frame gl.glUseProgram(activeShaderID); // Clear color and depth buffer for the new frame gl.glClear(GL3.GL_COLOR_BUFFER_BIT); gl.glClear(GL3.GL_DEPTH_BUFFER_BIT); }
@Override public void display(GLAutoDrawable drawable) { GL3 gl = drawable.getGL().getGL3(); gl.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT); // ------ Kamera-System ------- loadIdentity(gl); setColor(0, 0, 0); setShadingLevel(gl, 0); setCameraSystem(gl, dCam, elevation, azimut); drawAxis(gl, 50, 50, 50); setColor(Color.RED); t.add(new Vec3(sat1.x[0], sat1.x[1], sat1.x[2])); sat1.draw(gl); setColor(Color.BLUE); t.draw(this, gl); sat1.move(dt); }