Package javax.media.opengl

Examples of javax.media.opengl.GL2.glTexCoord2f()


        texture.bind(gl);

        // ----- Your OpenGL rendering code here ( Render a white triangle for testing ) -----
        gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);
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        gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);
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            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
            gl.glVertex3f(0.0f, 1.0f, 0.0f);
        gl.glEnd();
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            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
            gl.glVertex3f(0.0f, 1.0f, 0.0f);
        gl.glEnd();
    }

    /**
 
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        texture.bind(gl);

        // ----- Your OpenGL rendering code here ( Render a white triangle for testing ) -----
        gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);
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        gl.glTranslatef(0.0f, 0.0f, -6.0f); // translate into the screen
        gl.glBegin(GL_QUADS); // draw using quads
            gl.glTexCoord2f(textureLeft, textureBottom);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);
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            gl.glVertex3f(0.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
            gl.glVertex3f(0.0f, 1.0f, 0.0f);
        gl.glEnd();
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            gl.glVertex3f(1.0f, 0.0f, 0.0f);

            gl.glTexCoord2f(textureRight, textureTop);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);

            gl.glTexCoord2f(textureLeft, textureTop);
            gl.glVertex3f(0.0f, 1.0f, 0.0f);
        gl.glEnd();
    }

    /**
 
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