/** * Interface to C language function: <br> * <code> * GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ); * </code> * * <p>Accepts the outgoing window coordinates as a single array. */ public final boolean gluProject( double objX, double objY, double objZ, double[] model, int model_offset, double[] proj, int proj_offset, int[] view, int view_offset, double[] winPos, int winPos_offset) { return project.gluProject( objX, objY, objZ, model, model_offset, proj, proj_offset, view, view_offset, winPos, winPos_offset); }
/** * Interface to C language function: <br> * <code> * GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW); * </code> * * <p>Accepts the outgoing object coordinates (a 4-vector) as a single array. */ public final boolean gluUnProject4( double winX, double winY, double winZ, double clipW, double[] model, int model_offset, double[] proj, int proj_offset, int[] view, int view_offset, double nearVal, double farVal, double[] objPos, int objPos_offset) { return project.gluUnProject4( winX, winY, winZ, clipW, model, model_offset, proj, proj_offset, view, view_offset, nearVal, farVal, objPos, objPos_offset); }
/** * Interface to C language function: <br> * <code> * GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ); * </code> * * <p>Accepts the outgoing object coordinates (a 3-vector) as a single array. */ public final boolean gluUnProject( double winX, double winY, double winZ, double[] model, int model_offset, double[] proj, int proj_offset, int[] view, int view_offset, double[] objPos, int objPos_offset) { return project.gluUnProject( winX, winY, winZ, model, model_offset, proj, proj_offset, view, view_offset, objPos, objPos_offset); }
/** * Interface to C language function: <br> * <code> * GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ); * </code> * * <p>Accepts the outgoing object coordinates (a 3-vector) as a single buffer. */ public final boolean gluUnProject( double winX, double winY, double winZ, DoubleBuffer model, DoubleBuffer proj, IntBuffer view, DoubleBuffer objPos) { return project.gluUnProject(winX, winY, winZ, model, proj, view, objPos); }
/** * Interface to C language function: <br> * <code> * GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ); * </code> * * <p>Accepts the outgoing window coordinates as a single buffer. */ public final boolean gluProject( double objX, double objY, double objZ, DoubleBuffer model, DoubleBuffer proj, IntBuffer view, DoubleBuffer winPos) { return project.gluProject(objX, objY, objZ, model, proj, view, winPos); }
public final void gluLookAt( double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ) { project.gluLookAt(getCurrentGL2(), eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ); }
/** * Interface to C language function: <br> * <code> * GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW); * </code> * * <p>Accepts the outgoing object coordinates (a 4-vector) as a single buffer. */ public final boolean gluUnProject4( double winX, double winY, double winZ, double clipW, DoubleBuffer model, DoubleBuffer proj, IntBuffer view, double nearVal, double farVal, DoubleBuffer objPos) { return project.gluUnProject4( winX, winY, winZ, clipW, model, proj, view, nearVal, farVal, objPos); }
public final void gluLookAt( float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { project.gluLookAt( getCurrentGL2(), (double) eyeX, (double) eyeY, (double) eyeZ, (double) centerX, (double) centerY, (double) centerZ, (double) upX, (double) upY, (double) upZ); }
public final void gluPickMatrix( double x, double y, double delX, double delY, IntBuffer viewport) { project.gluPickMatrix(getCurrentGL2(), x, y, delX, delY, viewport); }
public final void gluPickMatrix( double x, double y, double delX, double delY, int[] viewport, int viewport_offset) { project.gluPickMatrix(getCurrentGL2(), x, y, delX, delY, viewport, viewport_offset); }
public final void gluPerspective(double fovy, double aspect, double zNear, double zFar) { project.gluPerspective(getCurrentGL2(), fovy, aspect, zNear, zFar); }
public final void gluPerspective(float fovy, float aspect, float zNear, float zFar) { project.gluPerspective( getCurrentGL2(), (double) fovy, (double) aspect, (double) zNear, (double) zFar); }
public final void gluOrtho2D(double left, double right, double bottom, double top) { project.gluOrtho2D(getCurrentGL2(), left, right, bottom, top); }
public final void gluOrtho2D(float left, float right, float bottom, float top) { project.gluOrtho2D( getCurrentGL2(), (double) left, (double) right, (double) bottom, (double) top); }