Esempio n. 1
0
 public void getbox()
 {
     GL.glRotatef(80, 1, 0, 0);
     // GL.glColor3f(0, 1, 0);
     GLU.gluQuadricNormals(q, GLU.GLU_SMOOTH);
     GLU.gluQuadricTexture(q, 1);
     GLU.gluDisk(q, 0.01, 0.2, 32, 32);
     GL.glRotatef(80, -1, 0, 0);
 }
Esempio n. 2
0
        public void getbox()
        {
            GLUquadric q  = GLU.gluNewQuadric();
            color      c1 = new color();

            GL.glScalef(0.125f, 0.125f, 0.125f);
            GL.glBegin(GL.GL_QUADS);
            // Front Face
            // Front Face

            GL.glNormal3f(0.0f, 0.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
            // Back Face
            GL.glNormal3f(0.0f, 0.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
            // Top Face
            GL.glNormal3f(0.0f, 1.0f, 0.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
            // Bottom Face
            GL.glNormal3f(0.0f, -1.0f, 0.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
            // Right face
            GL.glNormal3f(1.0f, 0.0f, 0.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
            // Left Face
            GL.glNormal3f(-1.0f, 0.0f, 0.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);


            GL.glEnd(); GL.glScalef(8, 8, 8);
            GL.glTranslatef(0, -0.1f, 0.3f);
            GL.glColor3fv(c1.yellow);
            lo.LoadTextures1(5);
            GLU.gluQuadricNormals(q, GLU.GLU_SMOOTH);
            GLU.gluQuadricTexture(q, 1);
            GLU.gluDisk(q, 0.01, 0.1, 32, 32);
            GL.glTranslatef(0, -0.01f, -0.3f);
            GLU.gluDisk(q, 0.01, 0.1, 32, 32);
        }