//---------------------------------------------------------------------- // Projection routines // /** Interface to C language function: <br> <code> GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ); </code> */ public boolean gluProject(double objX, double objY, double objZ, double[] model, double[] proj, int[] view, double[] winX, double[] winY, double[] winZ); /** * Convenience routine for gluProject that accepts the outgoing window * coordinates as a single array. */ public boolean gluProject(double objx, double objy, double objz, double[] modelMatrix, double[] projMatrix, int[] viewport, double[] winPos); /** Interface to C language function: <br> <code> GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ); </code> */ public boolean gluUnProject(double winX, double winY, double winZ, double[] model, double[] proj, int[] view, double[] objX, double[] objY, double[] objZ); /** * Convenience routine for gluUnProject that accepts the outgoing * object coordinates (a 3-vector) as a single array. */ public boolean gluUnProject(double winX, double winY, double winZ, double[] model, double[] proj, int[] view, double[] objPos); /** Interface to C language function: <br> <code> GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW); </code> */ public boolean gluUnProject4(double winX, double winY, double winZ, double clipW, double[] model, double[] proj, int[] view, double nearVal, double farVal, double[] objX, double[] objY, double[] objZ, double[] objW); /** * Convenience routine for gluUnProject4 that accepts the outgoing * object coordinates (a 4-vector) as a single array. */ public boolean gluUnProject4(double winX, double winY, double winZ, double clipW, double[] model, double[] proj, int[] view, double nearVal, double farVal, double[] objPos); //---------------------------------------------------------------------- // Tesselation routines // /***************************************************************************** * <b>gluBeginPolygon</b> and {@link net.java.games.jogl.GLU#gluEndPolygon * gluEndPolygon} delimit the definition of a nonconvex polygon. To define * such a polygon, first call <b>gluBeginPolygon</b>. Then define the contours * of the polygon by calling {@link net.java.games.jogl.GLU#gluTessVertex * gluTessVertex} for each vertex and * {@link net.java.games.jogl.GLU#gluNextContour gluNextContour} to start each * new contour. Finally, call {@link net.java.games.jogl.GLU#gluEndPolygon * gluEndPolygon} to signal the end of the definition. See the * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex} and * {@link net.java.games.jogl.GLU#gluNextContour gluNextContour} reference * pages for more details.<P> * * Once {@link net.java.games.jogl.GLU#gluEndPolygon gluEndPolygon} is called, * the polygon is tessellated, and the resulting triangles are described * through callbacks. See {@link net.java.games.jogl.GLU#gluTessCallback * gluTessCallback} for descriptions of the callback methods. * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluNextContour gluNextContour * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour ****************************************************************************/ public void gluBeginPolygon(GLUtesselator tesselator); /***************************************************************************** * <b>gluDeleteTess</b> destroys the indicated tessellation object (which was * created with {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * * @param tesselator * Specifies the tessellation object to destroy. * * @see net.java.games.jogl.GLU#gluBeginPolygon gluBeginPolygon * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback ****************************************************************************/ public void gluDeleteTess(GLUtesselator tesselator); /***************************************************************************** * <b>gluEndPolygon</b> and {@link net.java.games.jogl.GLU#gluBeginPolygon * gluBeginPolygon} delimit the definition of a nonconvex polygon. To define * such a polygon, first call {@link net.java.games.jogl.GLU#gluBeginPolygon * gluBeginPolygon}. Then define the contours of the polygon by calling * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex} for each vertex * and {@link net.java.games.jogl.GLU#gluNextContour gluNextContour} to start * each new contour. Finally, call <b>gluEndPolygon</b> to signal the end of * the definition. See the {@link net.java.games.jogl.GLU#gluTessVertex * gluTessVertex} and {@link net.java.games.jogl.GLU#gluNextContour * gluNextContour} reference pages for more details.<P> * * Once <b>gluEndPolygon</b> is called, the polygon is tessellated, and the * resulting triangles are described through callbacks. See * {@link net.java.games.jogl.GLU#gluTessCallback gluTessCallback} for * descriptions of the callback methods. * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluNextContour gluNextContour * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour ****************************************************************************/ public void gluEndPolygon(GLUtesselator tesselator); /***************************************************************************** * <b>gluGetTessProperty</b> retrieves properties stored in a tessellation * object. These properties affect the way that tessellation objects are * interpreted and rendered. See the * {@link net.java.games.jogl.GLU#gluTessProperty gluTessProperty} reference * page for information about the properties and what they do. * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * @param which * Specifies the property whose value is to be fetched. Valid values * are <b>GLU_TESS_WINDING_RULE</b>, <b>GLU_TESS_BOUNDARY_ONLY</b>, * and <b>GLU_TESS_TOLERANCES</b>. * @param value * Specifices an array into which the value of the named property is * written. * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessProperty gluTessProperty ****************************************************************************/ public void gluGetTessProperty(GLUtesselator tesselator, int which, double[] value); /***************************************************************************** * <b>gluNewTess</b> creates and returns a new tessellation object. This * object must be referred to when calling tesselation methods. A return * value of null means that there was not enough memeory to allocate the * object. * * @return A new tessellation object. * * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluDeleteTess gluDeleteTess * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback ****************************************************************************/ public GLUtesselator gluNewTess(); /***************************************************************************** * <b>gluNextContour</b> is used to describe polygons with multiple * contours. After you describe the first contour through a series of * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex} calls, a * <b>gluNextContour</b> call indicates that the previous contour is complete * and that the next contour is about to begin. Perform another series of * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex} calls to * describe the new contour. Repeat this process until all contours have been * described.<P> * * The type parameter defines what type of contour follows. The following * values are valid. <P> * * <b>GLU_EXTERIOR</b> * <UL> * An exterior contour defines an exterior boundary of the polygon. * </UL> * <b>GLU_INTERIOR</b> * <UL> * An interior contour defines an interior boundary of the polygon (such as * a hole). * </UL> * <b>GLU_UNKNOWN</b> * <UL> * An unknown contour is analyzed by the library to determine whether it is * interior or exterior. * </UL> * <b>GLU_CCW, GLU_CW</b> * <UL> * The first <b>GLU_CCW</b> or <b>GLU_CW</b> contour defined is considered * to be exterior. All other contours are considered to be exterior if they * are oriented in the same direction (clockwise or counterclockwise) as the * first contour, and interior if they are not. If one contour is of type * <b>GLU_CCW</b> or <b>GLU_CW</b>, then all contours must be of the same * type (if they are not, then all <b>GLU_CCW</b> and <b>GLU_CW</b> contours * will be changed to <b>GLU_UNKNOWN</b>). Note that there is no * real difference between the <b>GLU_CCW</b> and <b>GLU_CW</b> contour * types. * </UL><P> * * To define the type of the first contour, you can call <b>gluNextContour</b> * before describing the first contour. If you do not call * <b>gluNextContour</b> before the first contour, the first contour is marked * <b>GLU_EXTERIOR</b>.<P> * * <UL> * <b>Note:</b> The <b>gluNextContour</b> function is obsolete and is * provided for backward compatibility only. The <b>gluNextContour</b> * function is mapped to {@link net.java.games.jogl.GLU#gluTessEndContour * gluTessEndContour} followed by * {@link net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour}. * </UL> * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * @param type * The type of the contour being defined. * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessEndContour gluTessEndContour * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex ****************************************************************************/ public void gluNextContour(GLUtesselator tesselator, int type); /***************************************************************************** * <b>gluTessBeginContour</b> and * {@link net.java.games.jogl.GLU#gluTessEndContour gluTessEndContour} delimit * the definition of a polygon contour. Within each * <b>gluTessBeginContour</b>/ * {@link net.java.games.jogl.GLU#gluTessEndContour gluTessEndContour} pair, * there can be zero or more calls to * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex}. The vertices * specify a closed contour (the last vertex of each contour is automatically * linked to the first). See the {@link net.java.games.jogl.GLU#gluTessVertex * gluTessVertex} reference page for more details. <b>gluTessBeginContour</b> * can only be called between * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} and * {@link net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon}. * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessProperty gluTessProperty * @see net.java.games.jogl.GLU#gluTessNormal gluTessNormal * @see net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon ****************************************************************************/ public void gluTessBeginContour(GLUtesselator tesselator); /***************************************************************************** * <b>gluTessBeginPolygon</b> and * {@link net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon} delimit * the definition of a convex, concave or self-intersecting polygon. Within * each <b>gluTessBeginPolygon</b>/ * {@link net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon} pair, * there must be one or more calls to * {@link net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour}/ * {@link net.java.games.jogl.GLU#gluTessEndContour gluTessEndContour}. Within * each contour, there are zero or more calls to * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex}. The vertices * specify a closed contour (the last vertex of each contour is automatically * linked to the first). See the {@link net.java.games.jogl.GLU#gluTessVertex * gluTessVertex}, {@link net.java.games.jogl.GLU#gluTessBeginContour * gluTessBeginContour}, and {@link net.java.games.jogl.GLU#gluTessEndContour * gluTessEndContour} reference pages for more details.<P> * * <b>data</b> is a reference to a user-defined data structure. If the * appropriate callback(s) are specified (see * {@link net.java.games.jogl.GLU#gluTessCallback gluTessCallback}), then this * reference is returned to the callback method(s). Thus, it is a convenient * way to store per-polygon information.<P> * * Once {@link net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon} is * called, the polygon is tessellated, and the resulting triangles are * described through callbacks. See * {@link net.java.games.jogl.GLU#gluTessCallback gluTessCallback} for * descriptions of the callback methods. * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * @param data * Specifies a reference to user polygon data. * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessProperty gluTessProperty * @see net.java.games.jogl.GLU#gluTessNormal gluTessNormal * @see net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon ****************************************************************************/ public void gluTessBeginPolygon(GLUtesselator tesselator, Object data); /***************************************************************************** * <b>gluTessCallback</b> is used to indicate a callback to be used by a * tessellation object. If the specified callback is already defined, then it * is replaced. If <i>aCallback</i> is null, then the existing callback * becomes undefined.<P> * * These callbacks are used by the tessellation object to describe how a * polygon specified by the user is broken into triangles. Note that there are * two versions of each callback: one with user-specified polygon data and one * without. If both versions of a particular callback are specified, then the * callback with user-specified polygon data will be used. Note that the * polygonData parameter used by some of the methods is a copy of the * reference that was specified when * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * was called. The legal callbacks are as follows:<P> * * <b>GLU_TESS_BEGIN</b> * <UL> * The begin callback is invoked like {@link net.java.games.jogl.GL#glBegin * glBegin} to indicate the start of a (triangle) primitive. The method * takes a single argument of type int. If the * <b>GLU_TESS_BOUNDARY_ONLY</b> property is set to <b>GL_FALSE</b>, then * the argument is set to either <b>GL_TRIANGLE_FAN</b>, * <b>GL_TRIANGLE_STRIP</b>, or <b>GL_TRIANGLES</b>. If the * <b>GLU_TESS_BOUNDARY_ONLY</b> property is set to <b>GL_TRUE</b>, then the * argument will be set to <b>GL_LINE_LOOP</b>. The method prototype for * this callback is: * </UL> * * <PRE> * void begin(int type);</PRE><P> * * <b>GLU_TESS_BEGIN_DATA</b> * <UL> * The same as the <b>GLU_TESS_BEGIN</b> callback except * that it takes an additional reference argument. This reference is * identical to the opaque reference provided when * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * was called. The method prototype for this callback is: * </UL> * * <PRE> * void beginData(int type, Object polygonData);</PRE> * * <b>GLU_TESS_EDGE_FLAG</b> * <UL> * The edge flag callback is similar to * {@link net.java.games.jogl.GL#glEdgeFlag glEdgeFlag}. The method takes * a single boolean boundaryEdge that indicates which edges lie on the * polygon boundary. If the boundaryEdge is <b>GL_TRUE</b>, then each vertex * that follows begins an edge that lies on the polygon boundary, that is, * an edge that separates an interior region from an exterior one. If the * boundaryEdge is <b>GL_FALSE</b>, then each vertex that follows begins an * edge that lies in the polygon interior. The edge flag callback (if * defined) is invoked before the first vertex callback.<P> * * Since triangle fans and triangle strips do not support edge flags, the * begin callback is not called with <b>GL_TRIANGLE_FAN</b> or * <b>GL_TRIANGLE_STRIP</b> if a non-null edge flag callback is provided. * (If the callback is initialized to null, there is no impact on * performance). Instead, the fans and strips are converted to independent * triangles. The method prototype for this callback is: * </UL> * * <PRE> * void edgeFlag(boolean boundaryEdge);</PRE> * * <b>GLU_TESS_EDGE_FLAG_DATA</b> * <UL> * The same as the <b>GLU_TESS_EDGE_FLAG</b> callback except that it takes * an additional reference argument. This reference is identical to the * opaque reference provided when * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * was called. The method prototype for this callback is: * </UL> * * <PRE> * void edgeFlagData(boolean boundaryEdge, Object polygonData);</PRE> * * <b>GLU_TESS_VERTEX</b> * <UL> * The vertex callback is invoked between the begin and end callbacks. It is * similar to {@link net.java.games.jogl.GL#glVertex3f glVertex3f}, and it * defines the vertices of the triangles created by the tessellation * process. The method takes a reference as its only argument. This * reference is identical to the opaque reference provided by the user when * the vertex was described (see * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex}). The method * prototype for this callback is: * </UL> * * <PRE> * void vertex(Object vertexData);</PRE> * * <b>GLU_TESS_VERTEX_DATA</b> * <UL> * The same as the <b>GLU_TESS_VERTEX</b> callback except that it takes an * additional reference argument. This reference is identical to the opaque * reference provided when * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * was called. The method prototype for this callback is: * </UL> * * <PRE> * void vertexData(Object vertexData, Object polygonData);</PRE> * * <b>GLU_TESS_END</b> * <UL> * The end callback serves the same purpose as * {@link net.java.games.jogl.GL#glEnd glEnd}. It indicates the end of a * primitive and it takes no arguments. The method prototype for this * callback is: * </UL> * * <PRE> * void end();</PRE> * * <b>GLU_TESS_END_DATA</b> * <UL> * The same as the <b>GLU_TESS_END</b> callback except that it takes an * additional reference argument. This reference is identical to the opaque * reference provided when * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * was called. The method prototype for this callback is: * </UL> * * <PRE> * void endData(Object polygonData);</PRE> * * <b>GLU_TESS_COMBINE</b> * <UL> * The combine callback is called to create a new vertex when the * tessellation detects an intersection, or wishes to merge features. The * method takes four arguments: an array of three elements each of type * double, an array of four references, an array of four elements each of * type float, and a reference to a reference. The prototype is: * </UL> * * <PRE> * void combine(double[] coords, Object[] data, * float[] weight, Object[] outData);</PRE> * * <UL> * The vertex is defined as a linear combination of up to four existing * vertices, stored in <i>data</i>. The coefficients of the linear * combination are given by <i>weight</i>; these weights always add up to 1. * All vertex pointers are valid even when some of the weights are 0. * <i>coords</i> gives the location of the new vertex.<P> * * The user must allocate another vertex, interpolate parameters using * <i>data</i> and <i>weight</i>, and return the new vertex pointer * in <i>outData</i>. This handle is supplied during rendering callbacks. * The user is responsible for freeing the memory some time after * {@link net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon} is * called.<P> * * For example, if the polygon lies in an arbitrary plane in 3-space, and a * color is associated with each vertex, the <b>GLU_TESS_COMBINE</b> * callback might look like this: * </UL> * <PRE> * void myCombine(double[] coords, Object[] data, * float[] weight, Object[] outData) * { * MyVertex newVertex = new MyVertex(); * * newVertex.x = coords[0]; * newVertex.y = coords[1]; * newVertex.z = coords[2]; * newVertex.r = weight[0]*data[0].r + * weight[1]*data[1].r + * weight[2]*data[2].r + * weight[3]*data[3].r; * newVertex.g = weight[0]*data[0].g + * weight[1]*data[1].g + * weight[2]*data[2].g + * weight[3]*data[3].g; * newVertex.b = weight[0]*data[0].b + * weight[1]*data[1].b + * weight[2]*data[2].b + * weight[3]*data[3].b; * newVertex.a = weight[0]*data[0].a + * weight[1]*data[1].a + * weight[2]*data[2].a + * weight[3]*data[3].a; * outData = newVertex; * }</PRE> * * <UL> * If the tessellation detects an intersection, then the * <b>GLU_TESS_COMBINE</b> or <b>GLU_TESS_COMBINE_DATA</b> callback (see * below) must be defined, and it must write a non-null reference into * <i>outData</i>. Otherwise the <b>GLU_TESS_NEED_COMBINE_CALLBACK</b> error * occurs, and no output is generated. * </UL> * * <b>GLU_TESS_COMBINE_DATA</b> * <UL> * The same as the <b>GLU_TESS_COMBINE</b> callback except that it takes an * additional reference argument. This reference is identical to the opaque * reference provided when * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * was called. The method prototype for this callback is: * </UL> * * <PRE> * void combineData(double[] coords, Object[] data, float[] weight, Object[] outData, Object polygonData);</PRE> * * <b>GLU_TESS_ERROR</b> * <UL> * The error callback is called when an error is encountered. The one * argument is of type int; it indicates the specific error that occurred * and will be set to one of <b>GLU_TESS_MISSING_BEGIN_POLYGON</b>, * <b>GLU_TESS_MISSING_END_POLYGON</b>, * <b>GLU_TESS_MISSING_BEGIN_CONTOUR</b>, * <b>GLU_TESS_MISSING_END_CONTOUR</b>, <b>GLU_TESS_COORD_TOO_LARGE</b>, * <b>GLU_TESS_NEED_COMBINE_CALLBACK</b> or <b>GLU_OUT_OF_MEMORY</b>. * Character strings describing these errors can be retrieved with the * {@link net.java.games.jogl.GLU#gluErrorString gluErrorString} call. The * method prototype for this callback is: * </UL> * * <PRE> * void error(int errnum);</PRE> * * <UL> * The GLU library will recover from the first four errors by inserting the * missing call(s). <b>GLU_TESS_COORD_TOO_LARGE</b> indicates that some * vertex coordinate exceeded the predefined constant * <b>GLU_TESS_MAX_COORD</b> in absolute value, and that the value has been * clamped. (Coordinate values must be small enough so that two can be * multiplied together without overflow.) * <b>GLU_TESS_NEED_COMBINE_CALLBACK</b> indicates that the tessellation * detected an intersection between two edges in the input data, and the * <b>GLU_TESS_COMBINE</b> or <b>GLU_TESS_COMBINE_DATA</b> callback was not * provided. No output is generated. <b>GLU_OUT_OF_MEMORY</b> indicates that * there is not enough memory so no output is generated. * </UL> * * <b>GLU_TESS_ERROR_DATA</b> * <UL> * The same as the GLU_TESS_ERROR callback except that it takes an * additional reference argument. This reference is identical to the opaque * reference provided when * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * was called. The method prototype for this callback is: * </UL> * * <PRE> * void errorData(int errnum, Object polygonData);</PRE> * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * @param which * Specifies the callback being defined. The following values are * valid: <b>GLU_TESS_BEGIN</b>, <b>GLU_TESS_BEGIN_DATA</b>, * <b>GLU_TESS_EDGE_FLAG</b>, <b>GLU_TESS_EDGE_FLAG_DATA</b>, * <b>GLU_TESS_VERTEX</b>, <b>GLU_TESS_VERTEX_DATA</b>, * <b>GLU_TESS_END</b>, <b>GLU_TESS_END_DATA</b>, * <b>GLU_TESS_COMBINE</b>, <b>GLU_TESS_COMBINE_DATA</b>, * <b>GLU_TESS_ERROR</b>, and <b>GLU_TESS_ERROR_DATA</b>. * @param aCallback * Specifies the callback object to be called. * * @see net.java.games.jogl.GL#glBegin glBegin * @see net.java.games.jogl.GL#glEdgeFlag glEdgeFlag * @see net.java.games.jogl.GL#glVertex3f glVertex3f * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluErrorString gluErrorString * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour * @see net.java.games.jogl.GLU#gluTessProperty gluTessProperty * @see net.java.games.jogl.GLU#gluTessNormal gluTessNormal ****************************************************************************/ public void gluTessCallback(GLUtesselator tesselator, int which, GLUtesselatorCallback aCallback); /***************************************************************************** * <b>gluTessEndContour</b> and * {@link net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour} * delimit the definition of a polygon contour. Within each * {@link net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour}/ * <b>gluTessEndContour</b> pair, there can be zero or more calls to * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex}. The vertices * specify a closed contour (the last vertex of each contour is automatically * linked to the first). See the {@link net.java.games.jogl.GLU#gluTessVertex * gluTessVertex} reference page for more details. * {@link net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour} can * only be called between {@link net.java.games.jogl.GLU#gluTessBeginPolygon * gluTessBeginPolygon} and * {@link net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon}. * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessProperty gluTessProperty * @see net.java.games.jogl.GLU#gluTessNormal gluTessNormal * @see net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon ****************************************************************************/ public void gluTessEndContour(GLUtesselator tesselator); /***************************************************************************** * <b>gluTessEndPolygon</b> and * {@link net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon} * delimit the definition of a convex, concave or self-intersecting polygon. * Within each {@link net.java.games.jogl.GLU#gluTessBeginPolygon * gluTessBeginPolygon}/<b>gluTessEndPolygon</b> pair, there must be one or * more calls to {@link net.java.games.jogl.GLU#gluTessBeginContour * gluTessBeginContour}/{@link net.java.games.jogl.GLU#gluTessEndContour * gluTessEndContour}. Within each contour, there are zero or more calls to * {@link net.java.games.jogl.GLU#gluTessVertex gluTessVertex}. The vertices * specify a closed contour (the last vertex of each contour is automatically * linked to the first). See the {@link net.java.games.jogl.GLU#gluTessVertex * gluTessVertex}, {@link net.java.games.jogl.GLU#gluTessBeginContour * gluTessBeginContour} and {@link net.java.games.jogl.GLU#gluTessEndContour * gluTessEndContour} reference pages for more details.<P> * * Once <b>gluTessEndPolygon</b> is called, the polygon is tessellated, and * the resulting triangles are described through callbacks. See * {@link net.java.games.jogl.GLU#gluTessCallback gluTessCallback} for * descriptions of the callback functions. * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour * @see net.java.games.jogl.GLU#gluTessVertex gluTessVertex * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessProperty gluTessProperty * @see net.java.games.jogl.GLU#gluTessNormal gluTessNormal * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon ****************************************************************************/ public void gluTessEndPolygon(GLUtesselator tesselator); /***************************************************************************** * <b>gluTessNormal</b> describes a normal for a polygon that the program is * defining. All input data will be projected onto a plane perpendicular to * the one of the three coordinate axes before tessellation and all output * triangles will be oriented CCW with repsect to the normal (CW orientation * can be obtained by reversing the sign of the supplied normal). For * example, if you know that all polygons lie in the x-y plane, call * <b>gluTessNormal</b>(tess, 0.0, 0.0, 0.0) before rendering any polygons.<P> * * If the supplied normal is (0.0, 0.0, 0.0)(the initial value), the normal * is determined as follows. The direction of the normal, up to its sign, is * found by fitting a plane to the vertices, without regard to how the * vertices are connected. It is expected that the input data lies * approximately in the plane; otherwise, projection perpendicular to one of * the three coordinate axes may substantially change the geometry. The sign * of the normal is chosen so that the sum of the signed areas of all input * contours is nonnegative (where a CCW contour has positive area).<P> * * The supplied normal persists until it is changed by another call to * <b>gluTessNormal</b>. * * @param tesselator * Specifies the tessellation object (created by * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * @param x * Specifies the first component of the normal. * @param y * Specifies the second component of the normal. * @param z * Specifies the third component of the normal. * * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon ****************************************************************************/ public void gluTessNormal(GLUtesselator tesselator, double x, double y, double z); /***************************************************************************** * <b>gluTessProperty</b> is used to control properites stored in a * tessellation object. These properties affect the way that the polygons are * interpreted and rendered. The legal value for <i>which</i> are as * follows:<P> * * <b>GLU_TESS_WINDING_RULE</b> * <UL> * Determines which parts of the polygon are on the "interior". * <em>value</em> may be set to one of * <BR><b>GLU_TESS_WINDING_ODD</b>, * <BR><b>GLU_TESS_WINDING_NONZERO</b>, * <BR><b>GLU_TESS_WINDING_POSITIVE</b>, or * <BR><b>GLU_TESS_WINDING_NEGATIVE</b>, or * <BR><b>GLU_TESS_WINDING_ABS_GEQ_TWO</b>.<P> * * To understand how the winding rule works, consider that the input * contours partition the plane into regions. The winding rule determines * which of these regions are inside the polygon.<P> * * For a single contour C, the winding number of a point x is simply the * signed number of revolutions we make around x as we travel once around C * (where CCW is positive). When there are several contours, the individual * winding numbers are summed. This procedure associates a signed integer * value with each point x in the plane. Note that the winding number is * the same for all points in a single region.<P> * * The winding rule classifies a region as "inside" if its winding number * belongs to the chosen category (odd, nonzero, positive, negative, or * absolute value of at least two). The previous GLU tesselator (prior to * GLU 1.2) used the "odd" rule. The "nonzero" rule is another common way * to define the interior. The other three rules are useful for polygon CSG * operations. * </UL> * <BR><b>GLU_TESS_BOUNDARY_ONLY</b> * <UL> * Is a boolean value ("value" should be set to GL_TRUE or GL_FALSE). When * set to GL_TRUE, a set of closed contours separating the polygon interior * and exterior are returned instead of a tessellation. Exterior contours * are oriented CCW with respect to the normal; interior contours are * oriented CW. The <b>GLU_TESS_BEGIN</b> and <b>GLU_TESS_BEGIN_DATA</b> * callbacks use the type GL_LINE_LOOP for each contour. * </UL> * <BR><b>GLU_TESS_TOLERANCE</b> * <UL> * Specifies a tolerance for merging features to reduce the size of the * output. For example, two vertices that are very close to each other * might be replaced by a single vertex. The tolerance is multiplied by the * largest coordinate magnitude of any input vertex; this specifies the * maximum distance that any feature can move as the result of a single * merge operation. If a single feature takes part in several merge * operations, the toal distance moved could be larger.<P> * * Feature merging is completely optional; the tolerance is only a hint. * The implementation is free to merge in some cases and not in others, or * to never merge features at all. The initial tolerance is 0.<P> * * The current implementation merges vertices only if they are exactly * coincident, regardless of the current tolerance. A vertex is spliced * into an edge only if the implementation is unable to distinguish which * side of the edge the vertex lies on. Two edges are merged only when both * endpoints are identical. * </UL> * * @param tesselator * Specifies the tessellation object created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess} * @param which * Specifies the property to be set. Valid values are * <b>GLU_TESS_WINDING_RULE</b>, <b>GLU_TESS_BOUNDARDY_ONLY</b>, * <b>GLU_TESS_TOLERANCE</b>. * @param value * Specifices the value of the indicated property. * * @see net.java.games.jogl.GLU#gluGetTessProperty gluGetTessProperty * @see net.java.games.jogl.GLU#gluNewTess gluNewTess ****************************************************************************/ public void gluTessProperty(GLUtesselator tesselator, int which, double value); /***************************************************************************** * <b>gluTessVertex</b> describes a vertex on a polygon that the program * defines. Successive <b>gluTessVertex</b> calls describe a closed contour. * For example, to describe a quadrilateral <b>gluTessVertex</b> should be * called four times. <b>gluTessVertex</b> can only be called between * {@link net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour} and * {@link net.java.games.jogl.GLU#gluTessBeginContour gluTessEndContour}.<P> * * <b>data</b> normally references to a structure containing the vertex * location, as well as other per-vertex attributes such as color and normal. * This reference is passed back to the user through the * <b>GLU_TESS_VERTEX</b> or <b>GLU_TESS_VERTEX_DATA</b> callback after * tessellation (see the {@link net.java.games.jogl.GLU#gluTessCallback * gluTessCallback} reference page). * * @param tesselator * Specifies the tessellation object (created with * {@link net.java.games.jogl.GLU#gluNewTess gluNewTess}). * @param coords * Specifies the coordinates of the vertex. * @param data * Specifies an opaque reference passed back to the program with the * vertex callback (as specified by * {@link net.java.games.jogl.GLU#gluTessCallback gluTessCallback}). * * @see net.java.games.jogl.GLU#gluTessBeginPolygon gluTessBeginPolygon * @see net.java.games.jogl.GLU#gluNewTess gluNewTess * @see net.java.games.jogl.GLU#gluTessBeginContour gluTessBeginContour * @see net.java.games.jogl.GLU#gluTessCallback gluTessCallback * @see net.java.games.jogl.GLU#gluTessProperty gluTessProperty * @see net.java.games.jogl.GLU#gluTessNormal gluTessNormal * @see net.java.games.jogl.GLU#gluTessEndPolygon gluTessEndPolygon ****************************************************************************/ public void gluTessVertex(GLUtesselator tesselator, double[] coords, Object data); //---------------------------------------------------------------------- // Mipmap and scaling routines // /** Interface to C language function: <br> <code> GLint gluBuild1DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild1DMipmapLevels(int target, int internalFormat, int width, int format, int type, int level, int base, int max, byte[] data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild1DMipmapLevels(int target, int internalFormat, int width, int format, int type, int level, int base, int max, short[] data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild1DMipmapLevels(int target, int internalFormat, int width, int format, int type, int level, int base, int max, int[] data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild1DMipmapLevels(int target, int internalFormat, int width, int format, int type, int level, int base, int max, float[] data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild1DMipmapLevels(int target, int internalFormat, int width, int format, int type, int level, int base, int max, java.nio.Buffer data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild1DMipmaps(int target, int internalFormat, int width, int format, int type, byte[] data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild1DMipmaps(int target, int internalFormat, int width, int format, int type, short[] data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild1DMipmaps(int target, int internalFormat, int width, int format, int type, int[] data); /** Interface to C language function: <br> <code> GLint gluBuild1DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild1DMipmaps(int target, int internalFormat, int width, int format, int type, float[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild2DMipmapLevels(int target, int internalFormat, int width, int height, int format, int type, int level, int base, int max, byte[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild2DMipmapLevels(int target, int internalFormat, int width, int height, int format, int type, int level, int base, int max, short[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild2DMipmapLevels(int target, int internalFormat, int width, int height, int format, int type, int level, int base, int max, int[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild2DMipmapLevels(int target, int internalFormat, int width, int height, int format, int type, int level, int base, int max, float[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild2DMipmapLevels(int target, int internalFormat, int width, int height, int format, int type, int level, int base, int max, java.nio.Buffer data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild2DMipmaps(int target, int internalFormat, int width, int height, int format, int type, byte[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild2DMipmaps(int target, int internalFormat, int width, int height, int format, int type, short[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild2DMipmaps(int target, int internalFormat, int width, int height, int format, int type, int[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild2DMipmaps(int target, int internalFormat, int width, int height, int format, int type, float[] data); /** Interface to C language function: <br> <code> GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild2DMipmaps(int target, int internalFormat, int width, int height, int format, int type, java.nio.Buffer data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild3DMipmapLevels(int target, int internalFormat, int width, int height, int depth, int format, int type, int level, int base, int max, byte[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild3DMipmapLevels(int target, int internalFormat, int width, int height, int depth, int format, int type, int level, int base, int max, short[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild3DMipmapLevels(int target, int internalFormat, int width, int height, int depth, int format, int type, int level, int base, int max, int[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild3DMipmapLevels(int target, int internalFormat, int width, int height, int depth, int format, int type, int level, int base, int max, float[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data); </code> */ public int gluBuild3DMipmapLevels(int target, int internalFormat, int width, int height, int depth, int format, int type, int level, int base, int max, java.nio.Buffer data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild3DMipmaps(int target, int internalFormat, int width, int height, int depth, int format, int type, byte[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild3DMipmaps(int target, int internalFormat, int width, int height, int depth, int format, int type, short[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild3DMipmaps(int target, int internalFormat, int width, int height, int depth, int format, int type, int[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild3DMipmaps(int target, int internalFormat, int width, int height, int depth, int format, int type, float[] data); /** Interface to C language function: <br> <code> GLint gluBuild3DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data); </code> */ public int gluBuild3DMipmaps(int target, int internalFormat, int width, int height, int depth, int format, int type, java.nio.Buffer data); /** Interface to C language function: <br> <code> GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, const void * dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid * dataOut); </code> */ public int gluScaleImage(int format, int wIn, int hIn, int typeIn, byte[] dataIn, int wOut, int hOut, int typeOut, byte[] dataOut); /** Interface to C language function: <br> <code> GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, const void * dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid * dataOut); </code> */ public int gluScaleImage(int format, int wIn, int hIn, int typeIn, short[] dataIn, int wOut, int hOut, int typeOut, short[] dataOut); /** Interface to C language function: <br> <code> GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, const void * dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid * dataOut); </code> */ public int gluScaleImage(int format, int wIn, int hIn, int typeIn, int[] dataIn, int wOut, int hOut, int typeOut, int[] dataOut); /** Interface to C language function: <br> <code> GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, const void * dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid * dataOut); </code> */ public int gluScaleImage(int format, int wIn, int hIn, int typeIn, float[] dataIn, int wOut, int hOut, int typeOut, float[] dataOut); /** Interface to C language function: <br> <code> GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, const void * dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid * dataOut); </code> */ public int gluScaleImage(int format, int wIn, int hIn, int typeIn, java.nio.Buffer dataIn, int wOut, int hOut, int typeOut, java.nio.Buffer dataOut); //---------------------------------------------------------------------- // Function availability routines // /** * Returns true if the specified GLU core- or extension-function can be * successfully used through this GLU instance. By "successfully" we mean * that the function is both <i>callable</i> on the machine running the * program and <i>available</i> on the current display.<P> * * A GLU function is <i>callable</i> if it is a GLU core- or extension-function * that is supported by the underlying GLU implementation. The function is * <i>available</i> if the OpenGL implementation on the display meets the * requirements of the GLU function being called (because GLU functions utilize * OpenGL functions). <P> * * Whether or not a GLU function is <i>callable</i> is determined as follows: * <ul> * <li>If the function is a GLU core function (i.e., not an * extension), <code>gluGetString(GLU_VERSION)</code> is used to determine the * version number of the underlying GLU implementation on the host. * then the function name is cross-referenced with that specification to * see if it is part of that version's specification. * * <li> If the function is a GLU extension, the function name is * cross-referenced with the list returned by * <code>gluGetString(GLU_EXTENSIONS)</code> to see if the function is one of * the extensions that is supported by the underlying GLU implementation. * </ul> * * Whether or not a GLU function is <i>available</i> is determined as follows: * <ul> * <li>If the function is a GLU core function then the function is first * cross-referenced with the GLU specifications to find the minimum GLU * version required to <i>call</i> that GLU function. Then the following table * is consulted to determine the minimum GL version required for that version * of GLU: * <ul> * <li> GLU 1.0 requires OpenGL 1.0 * <li> GLU 1.1 requires OpenGL 1.0 * <li> GLU 1.2 requires OpenGL 1.1 * <li> GLU 1.3 requires OpenGL 1.2 * </ul> * Finally, <code>glGetString(GL_VERSION)</code> is used to determine the * highest OpenGL version that both host and display support, and from that it * is possible to determine if the GL facilities required by the GLU function * are <i>available</i> on the display. * * <li> If the function is a GLU extension, the function name is * cross-referenced with the list returned by * <code>gluGetString(GLU_EXTENSIONS)</code> to see if the function is one of * the extensions that is supported by the underlying GLU implementation. * </ul> * * <b>NOTE:</b>The availability of a function may change at runtime in * response to changes in the display environment. For example, when a window * is dragged from one display to another on a multi-display system, or when * the properties of the display device are modified (e.g., changing the color * depth of the display). Any application that is concerned with handling * these situations correctly should confirm availability after a display * change before calling a questionable OpenGL function. To detect a change in * the display device, please see {@link * GLEventListener#displayChanged(GLDrawable,boolean,boolean)}. * * @param gluFunctionName the name of the OpenGL function (e.g., use * "gluNurbsCallbackDataEXT" to check if the <code> * gluNurbsCallbackDataEXT(GLUnurbs, GLvoid)</code> extension is available). */ public boolean isFunctionAvailable(String gluFunctionName);