public void pushTextureIdentity(GL2 gl) { gl.MatrixMode(GL2.GL_TEXTURE); this.texturePushed = true; gl.PushMatrix(); gl.LoadIdentity(); }
public void pushProjectionIdentity(GL2 gl) { gl.MatrixMode(GL2.GL_PROJECTION); this.projectionPushed = true; gl.PushMatrix(); gl.LoadIdentity(); }
public void pushModelviewIdentity(GL2 gl) { gl.MatrixMode(GL2.GL_MODELVIEW); this.modelviewPushed = true; gl.PushMatrix(); gl.LoadIdentity(); }
public Matrix pushReferenceCenter(DrawContext dc, Vec4 referenceCenter) { if (dc == null) { String message = Logging.getMessage("nullValue.DrawContextIsNull"); Logging.logger().severe(message); throw new ArgumentException(message); } if (dc.getGL() == null) { String message = Logging.getMessage("nullValue.DrawingContextGLIsNull"); Logging.logger().severe(message); throw new IllegalStateException(message); } if (referenceCenter == null) { String message = Logging.getMessage("nullValue.PointIsNull"); Logging.logger().severe(message); throw new ArgumentException(message); } Matrix modelview = getModelviewMatrix(); // Compute a new model-view matrix with origin at referenceCenter. Matrix matrix = null; if (modelview != null) { matrix = modelview.multiply(Matrix.fromTranslation(referenceCenter)); } GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. // Store the current matrix-mode state. OGLStackHandler ogsh = new OGLStackHandler(); try { ogsh.pushAttrib(gl, GL2.GL_TRANSFORM_BIT); gl.MatrixMode(GL2.GL_MODELVIEW); // Push and load a new model-view matrix to the current OpenGL context held by 'dc'. gl.PushMatrix(); if (matrix != null) { double[] matrixArray = new double[16]; matrix.toArray(matrixArray, 0, false); gl.LoadMatrix(matrixArray); } } finally { ogsh.pop(gl); } return(matrix); }
public void pushTexture(GL2 gl) { gl.MatrixMode(GL2.GL_TEXTURE); gl.PushMatrix(); this.texturePushed = true; }
public void pushProjection(GL2 gl) { gl.MatrixMode(GL2.GL_PROJECTION); gl.PushMatrix(); this.projectionPushed = true; }
public void pushModelview(GL2 gl) { gl.MatrixMode(GL2.GL_MODELVIEW); gl.PushMatrix(); this.modelviewPushed = true; }