List of usage examples for com.badlogic.gdx.graphics GL10 GL_TRIANGLE_STRIP
int GL_TRIANGLE_STRIP
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From source file:com.badlogic.gdx.physics.bullet.demo.simulationobjects.StaticPlaneSimulationObject.java
@Override public void render(SimulationScreen screen) { /*/* w w w .j ava 2 s. c om*/ * Our StaticPlaneShape holds the plane vector and scalar. Use it instead of the applied render transform from * the kinematic (not updated/calculated for static planes). */ Gdx.gl10.glPushMatrix(); // Get the plane normal final Vector3 planeNormal = Pools.VECTOR3.obtain(); planeNormal.set(staticPlaneShape.getPlaneNormal()); final float planeConstant = staticPlaneShape.getPlaneConstant(); // Calculate the plane origin final Vector3 planeOrigin = Pools.VECTOR3.obtain(); planeOrigin.set(planeNormal); planeOrigin.scale(planeConstant, planeConstant, planeConstant); // Move to the origin Gdx.gl10.glTranslatef(planeOrigin.x, planeOrigin.y, planeOrigin.z); // Compute the angle difference between the plane and mesh normal ("up") float angle = MathUtils.radiansToDegrees * BulletDemoMath.angle(planeNormal, MESH_NORMAL); // Cross product gives us the vector around which to rotate planeNormal.crs(MESH_NORMAL); // Rotate by that angle Gdx.gl10.glRotatef(angle, planeNormal.x, planeNormal.y, planeNormal.z); Gdx.gl10.glColor4f(1, 1, 1, 1); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl10.glEnable(GL10.GL_COLOR_MATERIAL); screen.enableLights(); texture.bind(); mesh.render(GL10.GL_TRIANGLE_STRIP); Gdx.gl10.glPopMatrix(); Pools.VECTOR3.free(planeNormal); Pools.VECTOR3.free(planeOrigin); }