Creates a new GLComponent object with the default dimensions of 100x100
and is set to share the display lists and texture objects of the
given component.
Creates a new GLComponent object with the default dimensions of 100x100
and is set to share the display lists and texture objects of the
given component.
Creates a new GLComponent object with the default dimensions of 100x100
and the given customized OpenGL rendering context and the given
component whose display lists and texture objects will be shared.
Creates a new GLComponent object with the default dimensions of 100x100
and the given customized OpenGL rendering context and the given
component whose display lists and texture objects will be shared.
Creates a new GLComponent object with the given dimensions
and the given customized OpenGL rendering context and the given
component whose display lists and texture objects will be shared.
Creates a new GLComponent object with the given dimensions
and the given customized OpenGL rendering context and the given
component whose display lists and texture objects will be shared.
Creates a new GLComponent object with the given dimensions and the
display lists and texture objects of the given component not to mention
using the pre-created OpenGL rendering context
Creates a new GLComponent object with the given dimensions and the
display lists and texture objects of the given component not to mention
using the pre-created OpenGL rendering context
Creates a new GLOffscreenBuffer object with the default dimensions
of 100x100 and is set to share the display lists and texture objects
of the given component.
Creates a new GLOffscreenBuffer object with the default dimensions
of 100x100 and the given customized OpenGL rendering context and
the given component whose display lists and texture objects will
be shared.
Creates a new GLOffscreenBuffer object with the given dimensions
and the given customized OpenGL rendering context and the given
component whose display lists and texture objects will be shared.
Creates a new GLOffscreenBuffer object with the given dimensions and the
display lists and texture objects of the given component not to mention
using the pre-created OpenGL rendering context
Creates a new FrameRateComponent object with the default settings
of a high watermark of 10fps, low watermark of 0, sample array of
size 16 and output component being GUI
Used with glCallLists to specify the size of each character in a font, especially pertinent when rendering multi-byte character languages @see COM.hermetica.magician.GL#glCallLists @see COM.hermetica.magician.GL#GL_3_BYTES @see COM.hermetica.magician.GL#GL_4_BYTES
GL_2D -
Static variable in interface com.hermetica.magician.GLConstants
Used with glCallLists to specify the size of each character in a font, especially pertinent when rendering multi-byte character languages @see COM.hermetica.magician.GL#glCallLists @see COM.hermetica.magician.GL#GL_2_BYTES @see COM.hermetica.magician.GL#GL_4_BYTES
GL_3D -
Static variable in interface com.hermetica.magician.GLConstants
Used with glCallLists to specify the size of each character in a font, especially pertinent when rendering multi-byte character languages @see COM.hermetica.magician.GL#glCallLists @see COM.hermetica.magician.GL#GL_2_BYTES @see COM.hermetica.magician.GL#GL_3_BYTES
The GLCapabilities class encapsulates the required format for a window
that we wish to render onto, beit an X Visual, or a Win32
PIXELFORMATDESCRIPTOR.
This class instantiates GLComponent objects tailored to the requirements
that you give it and the JVM/AWT implementation you are currently executing
Magician applications on.
This interface presents an abstracted view of GUI objects that Magician
can render onto, for example, Sun VM Canvas objects, Microsoft-specific
heavyweight classes and lightweight Swing/JFC/WFC-based components.
This class instantiates GLComponent objects tailored to the requirements
that you give it and the JVM/AWT implementation you are currently executing
Magician applications on.
This interface defines methods that good programs using GLComponent objects
or extensions of GLComponent classes should implement to provide effective
rendering.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Specifies a two-dimensional texture map with a 3-dimensional array
corresponding to [width of texture][height of texture][number of components]
For example, we could define a texture of 8x8x4 as [8][8][4] and this
routine will correctly internally convert the data to a valid OpenGL
texture map.
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
Map the specified 3d coordinates in object space into window
coordinates ( that's 2d for all you rocket scientists! ) using
transformations defined by a modelview matrix, projection matrix
and viewport
This method, used by an ImageConsumer, requests that the data be
resent as soon as possible in TOPDOWNLEFTRIGHT order so that
high quality image conversion might occur
This method, used by an ImageConsumer, requests that the data be
resent as soon as possible in TOPDOWNLEFTRIGHT order so that
high quality image conversion might occur
Utility class providing methods to create simple geometric primitives
quickly, such as various Platonic solids and the teapotahedron, the lesser
known cousin ( more a Socratic solid ).
shapes() -
Constructor for class com.hermetica.util3d.shapes
This method registers the given ImageConsumer as a consumer of pixel
data produced by this ImageProducer and starts delivering data
in pixel blocks to the registered ImageConsumers
This method registers the given ImageConsumer as a consumer of pixel
data produced by this ImageProducer and starts delivering data
in pixel blocks to the registered ImageConsumers
This class provides some global PrintStream objects that can be used
to set global trace locations for tracing information, eg, from TraceGL[U]
and from CriticalSection activity.
Encapsulation of the routines supplied by the GLU ( utility ) toolkit,
including high-level view frustum operations and quadric manipulation
This template class is provided in source form to developers wishing to
extend the basic functionality of the GLU pipeline.
Returns a String containing an int[] declaration of this texture
for use with AWT, ie, each 4 component pixel is packed into a 24-bit
value ( ALPHA | RED | GREEN | BLUE )