diff options
author | Holger Zickner <[email protected]> | 2004-07-09 06:50:52 +0000 |
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committer | Holger Zickner <[email protected]> | 2004-07-09 06:50:52 +0000 |
commit | 20a66a892a3f0704ef37f1eebb681edfee6fc165 (patch) | |
tree | 118e0e5ea00eecf450e4c63edc88c421d52a7db2 /src/jake2/render/fastjogl/Mesh.java | |
parent | 6b36f9e0380b7c80aecdc78ef07a0cf473712416 (diff) |
import of Jake2
Diffstat (limited to 'src/jake2/render/fastjogl/Mesh.java')
-rw-r--r-- | src/jake2/render/fastjogl/Mesh.java | 753 |
1 files changed, 753 insertions, 0 deletions
diff --git a/src/jake2/render/fastjogl/Mesh.java b/src/jake2/render/fastjogl/Mesh.java new file mode 100644 index 0000000..e7da997 --- /dev/null +++ b/src/jake2/render/fastjogl/Mesh.java @@ -0,0 +1,753 @@ +/* + * Mesh.java + * Copyright (C) 2003 + * + * $Id: Mesh.java,v 1.1 2004-07-09 06:50:49 hzi Exp $ + */ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +package jake2.render.fastjogl; + +import java.nio.FloatBuffer; +import java.nio.IntBuffer; + +import net.java.games.gluegen.runtime.BufferFactory; +import net.java.games.jogl.GL; +import net.java.games.jogl.util.BufferUtils; +import jake2.Defines; +import jake2.Globals; +import jake2.client.entity_t; +import jake2.qcommon.qfiles; +import jake2.render.image_t; +import jake2.util.Math3D; + +/** + * Mesh + * + * @author cwei + */ +public abstract class Mesh extends Light { + + // g_mesh.c: triangle model functions + + /* + ============================================================= + + ALIAS MODELS + + ============================================================= + */ + + static final int NUMVERTEXNORMALS = 162; + + float[][] r_avertexnormals = Anorms.VERTEXNORMALS; + float[] shadevector = {0, 0, 0}; + float[] shadelight = {0, 0, 0}; + + // precalculated dot products for quantized angles + static final int SHADEDOT_QUANT = 16; + + float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; + + float[] shadedots = r_avertexnormal_dots[0]; + + void GL_LerpVerts( int nverts, qfiles.dtrivertx_t[] v, qfiles.dtrivertx_t[] ov, qfiles.dtrivertx_t[] verts, FloatBuffer lerp, float[] move, float[] frontv, float[] backv ) + { + int i; + int lerpIndex = 0; + + int[] ovv; + int[] vv; + + //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM + if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) + { + float[] normal; + int j = 0; + for (i=0 ; i < nverts; i++/* , v++, ov++, lerp+=4 */) + { + normal = r_avertexnormals[verts[i].lightnormalindex]; + ovv = ov[i].v; + vv = v[i].v; + + lerp.put(j, move[0] + ovv[0]*backv[0] + vv[0]*frontv[0] + normal[0] * Defines.POWERSUIT_SCALE); + lerp.put(j + 1, move[1] + ovv[1]*backv[1] + vv[1]*frontv[1] + normal[1] * Defines.POWERSUIT_SCALE); + lerp.put(j + 2, move[2] + ovv[2]*backv[2] + vv[2]*frontv[2] + normal[2] * Defines.POWERSUIT_SCALE); + j+=3; + } + } + else + { + int j = 0; + for (i=0 ; i < nverts; i++ /* , v++, ov++, lerp+=4 */) + { + ovv = ov[i].v; + vv = v[i].v; + + lerp.put(j, move[0] + ovv[0]*backv[0] + vv[0]*frontv[0]); + lerp.put(j + 1, move[1] + ovv[1]*backv[1] + vv[1]*frontv[1]); + lerp.put(j + 2, move[2] + ovv[2]*backv[2] + vv[2]*frontv[2]); + j+=3; + } + } + } + + FloatBuffer colorArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 4); + FloatBuffer vertexArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 3); + FloatBuffer textureArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 2); + boolean isFilled = false; + float[] tmpVec = {0, 0, 0}; + float[][] vectors = { + {0, 0, 0}, {0, 0, 0}, {0, 0, 0} // 3 mal vec3_t + }; + + /* + ============= + GL_DrawAliasFrameLerp + + interpolates between two frames and origins + FIXME: batch lerp all vertexes + ============= + */ + + void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) + { + float l; + qfiles.daliasframe_t frame, oldframe; + qfiles.dtrivertx_t[] v, ov, verts; + + int[] order; + int orderIndex = 0; + int count; + + float frontlerp; + float alpha; + + float[] move = {0, 0, 0}; // vec3_t + float[] delta = {0, 0, 0}; // vec3_t + + float[] frontv = {0, 0, 0}; // vec3_t + float[] backv = {0, 0, 0}; // vec3_t + + int i; + int index_xyz; + + frame = paliashdr.aliasFrames[currententity.frame]; + + verts = v = frame.verts; + + oldframe = paliashdr.aliasFrames[currententity.oldframe]; + + ov = oldframe.verts; + + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) + alpha = currententity.alpha; + else + alpha = 1.0f; + + // PMM - added double shell + if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + gl.glDisable( GL.GL_TEXTURE_2D ); + + frontlerp = 1.0f - backlerp; + + // move should be the delta back to the previous frame * backlerp + Math3D.VectorSubtract (currententity.oldorigin, currententity.origin, delta); + Math3D.AngleVectors (currententity.angles, vectors[0], vectors[1], vectors[2]); + + move[0] = Math3D.DotProduct (delta, vectors[0]); // forward + move[1] = -Math3D.DotProduct (delta, vectors[1]); // left + move[2] = Math3D.DotProduct (delta, vectors[2]); // up + + Math3D.VectorAdd (move, oldframe.translate, move); + + for (i=0 ; i<3 ; i++) + { + move[i] = backlerp*move[i] + frontlerp*frame.translate[i]; + } + + for (i=0 ; i<3 ; i++) + { + frontv[i] = frontlerp*frame.scale[i]; + backv[i] = backlerp*oldframe.scale[i]; + } + + // ab hier wird optimiert + + GL_LerpVerts( paliashdr.num_xyz, v, ov, verts, vertexArrayBuf, move, frontv, backv ); + + //gl.glEnableClientState( GL.GL_VERTEX_ARRAY ); + gl.glVertexPointer( 3, GL.GL_FLOAT, 0, vertexArrayBuf ); + + // PMM - added double damage shell + if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + { + gl.glColor4f( shadelight[0], shadelight[1], shadelight[2], alpha ); + } + else + { + gl.glEnableClientState( GL.GL_COLOR_ARRAY ); + gl.glColorPointer( 4, GL.GL_FLOAT, 0, colorArrayBuf ); + + // + // pre light everything + // + FloatBuffer color = colorArrayBuf; + int j = 0; + for ( i = 0; i < paliashdr.num_xyz; i++ ) + { + l = shadedots[verts[i].lightnormalindex]; + color.put(j++, l * shadelight[0]); + color.put(j++, l * shadelight[1]); + color.put(j++, l * shadelight[2]); + color.put(j++, alpha); + } + } + + gl.glClientActiveTextureARB(GL_TEXTURE0); + gl.glTexCoordPointer( 2, GL.GL_FLOAT, 0, textureArrayBuf); + //gl.glEnableClientState( GL.GL_TEXTURE_COORD_ARRAY); + + int pos = 0; + int[] counts = paliashdr.counts; + + IntBuffer srcIndexBuf = null; + + FloatBuffer dstTextureCoords = textureArrayBuf; + FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf; + + int size = 0; + int dstIndex = 0; + int srcIndex = 0; + + for (int j = 0; j < counts.length; j++) { + + // get the vertex count and primitive type + count = counts[j]; + if (count == 0) + break; // done + + srcIndexBuf = paliashdr.indexElements[j]; + + size = (count < 0) ? -count + pos : count + pos; + for (int k = pos; k < size; k++) { + srcIndex = 2 * k; + dstIndex = 2 * srcIndexBuf.get(k-pos); + dstTextureCoords.put(dstIndex, srcTextureCoords.get(srcIndex)); + dstTextureCoords.put(dstIndex + 1, srcTextureCoords.get(srcIndex + 1)); + } + + if (count < 0) { + count = -count; + gl.glDrawElements(GL.GL_TRIANGLE_FAN, count, GL.GL_UNSIGNED_INT, srcIndexBuf); + } else { + gl.glDrawElements(GL.GL_TRIANGLE_STRIP, count, GL.GL_UNSIGNED_INT, srcIndexBuf); + } + pos += count; + } + + // PMM - added double damage shell + if ( (currententity.flags & ( Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0 ) + gl.glEnable( GL.GL_TEXTURE_2D ); + + gl.glDisableClientState( GL.GL_COLOR_ARRAY ); + + } + + /* + ============= + GL_DrawAliasShadow + ============= + */ + void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) + { + qfiles.dtrivertx_t[] verts; + int[] order; + float[] point = {0, 0, 0}; + float height, lheight; + int count; + qfiles.daliasframe_t frame; + + lheight = currententity.origin[2] - lightspot[2]; + + frame = paliashdr.aliasFrames[currententity.frame]; + + verts = frame.verts; + + height = 0; + + order = paliashdr.glCmds; + + height = -lheight + 1.0f; + + int orderIndex = 0; + int index = 0; + + // TODO shadow drawing with vertex arrays + + while (true) + { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) + { + count = -count; + gl.glBegin (GL.GL_TRIANGLE_FAN); + } + else + gl.glBegin (GL.GL_TRIANGLE_STRIP); + + do + { + index = order[orderIndex + 2] * 3; + point[0] = vertexArrayBuf.get(index); + point[1] = vertexArrayBuf.get(index + 1); + point[2] = vertexArrayBuf.get(index + 2); + + point[0] -= shadevector[0]*(point[2]+lheight); + point[1] -= shadevector[1]*(point[2]+lheight); + point[2] = height; + gl.glVertex3f(point[0], point[1], point[2]); + + orderIndex += 3; + + } while (--count != 0); + + gl.glEnd (); + } + } + + + /* + ** R_CullAliasModel + */ + boolean R_CullAliasModel( float[][] bbox, entity_t e ) + { + int i; + float[] mins = {0, 0, 0}; + float[] maxs = {0, 0, 0}; + + qfiles.dmdl_t paliashdr; + + float[] thismins = {0, 0, 0}; + float[] oldmins = {0, 0, 0}; + float[] thismaxs = {0, 0, 0}; + float[] oldmaxs = {0, 0, 0}; + qfiles.daliasframe_t pframe, poldframe; + float[] angles = {0, 0, 0}; + + paliashdr = (qfiles.dmdl_t)currentmodel.extradata; + + if ( ( e.frame >= paliashdr.num_frames ) || ( e.frame < 0 ) ) + { + ri.Con_Printf (Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name +": no such frame " + e.frame + '\n'); + e.frame = 0; + } + if ( ( e.oldframe >= paliashdr.num_frames ) || ( e.oldframe < 0 ) ) + { + ri.Con_Printf (Defines.PRINT_ALL, "R_CullAliasModel " + currentmodel.name + ": no such oldframe " + e.oldframe + '\n'); + e.oldframe = 0; + } + + pframe = paliashdr.aliasFrames[e.frame]; + poldframe = paliashdr.aliasFrames[e.oldframe]; + + /* + ** compute axially aligned mins and maxs + */ + if ( pframe == poldframe ) + { + for ( i = 0; i < 3; i++ ) + { + mins[i] = pframe.translate[i]; + maxs[i] = mins[i] + pframe.scale[i]*255; + } + } + else + { + for ( i = 0; i < 3; i++ ) + { + thismins[i] = pframe.translate[i]; + thismaxs[i] = thismins[i] + pframe.scale[i]*255; + + oldmins[i] = poldframe.translate[i]; + oldmaxs[i] = oldmins[i] + poldframe.scale[i]*255; + + if ( thismins[i] < oldmins[i] ) + mins[i] = thismins[i]; + else + mins[i] = oldmins[i]; + + if ( thismaxs[i] > oldmaxs[i] ) + maxs[i] = thismaxs[i]; + else + maxs[i] = oldmaxs[i]; + } + } + + /* + ** compute a full bounding box + */ + for ( i = 0; i < 8; i++ ) + { + float[] tmp = {0, 0, 0}; + + if ( (i & 1) != 0 ) + tmp[0] = mins[0]; + else + tmp[0] = maxs[0]; + + if ( (i & 2) != 0) + tmp[1] = mins[1]; + else + tmp[1] = maxs[1]; + + if ( (i & 4) != 0) + tmp[2] = mins[2]; + else + tmp[2] = maxs[2]; + + Math3D.VectorCopy( tmp, bbox[i] ); + } + + /* + ** rotate the bounding box + */ + Math3D.VectorCopy( e.angles, angles ); + angles[YAW] = -angles[YAW]; + Math3D.AngleVectors( angles, vectors[0], vectors[1], vectors[2] ); + + float[] tmp = {0, 0, 0}; + + for ( i = 0; i < 8; i++ ) + { + Math3D.VectorCopy( bbox[i], tmp ); + + bbox[i][0] = Math3D.DotProduct( vectors[0], tmp ); + bbox[i][1] = -Math3D.DotProduct( vectors[1], tmp ); + bbox[i][2] = Math3D.DotProduct( vectors[2], tmp ); + + Math3D.VectorAdd( e.origin, bbox[i], bbox[i] ); + } + + { + int p, f; + int aggregatemask = ~0; // 0xFFFFFFFF + + for ( p = 0; p < 8; p++ ) + { + int mask = 0; + + for ( f = 0; f < 4; f++ ) + { + float dp = Math3D.DotProduct( frustum[f].normal, bbox[p] ); + + if ( ( dp - frustum[f].dist ) < 0 ) + { + mask |= ( 1 << f ); + } + } + + aggregatemask &= mask; + } + + if ( aggregatemask != 0 ) + { + return true; + } + + return false; + } + } + + + // bounding box + float[][] bbox = { + {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, + {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0} + }; + + /* + ================= + R_DrawAliasModel + + ================= + */ + void R_DrawAliasModel(entity_t e) + { + int i; + qfiles.dmdl_t paliashdr; + float an; + + image_t skin; + + if ( ( e.flags & Defines.RF_WEAPONMODEL ) == 0) + { + if ( R_CullAliasModel( bbox, e ) ) + return; + } + + if ( (e.flags & Defines.RF_WEAPONMODEL) != 0 ) + { + if ( r_lefthand.value == 2.0f ) + return; + } + + paliashdr = (qfiles.dmdl_t)currentmodel.extradata; + + // + // get lighting information + // + // PMM - rewrote, reordered to handle new shells & mixing + // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy + // + if ( (currententity.flags & ( Defines.RF_SHELL_HALF_DAM | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE )) != 0 ) + { + Math3D.VectorClear(shadelight); + if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) + { + shadelight[0] = 0.56f; + shadelight[1] = 0.59f; + shadelight[2] = 0.45f; + } + if ( (currententity.flags & Defines.RF_SHELL_DOUBLE) != 0 ) + { + shadelight[0] = 0.9f; + shadelight[1] = 0.7f; + } + if ( (currententity.flags & Defines.RF_SHELL_RED) != 0 ) + shadelight[0] = 1.0f; + if ( (currententity.flags & Defines.RF_SHELL_GREEN) != 0 ) + shadelight[1] = 1.0f; + if ( (currententity.flags & Defines.RF_SHELL_BLUE) != 0 ) + shadelight[2] = 1.0f; + } + + else if ( (currententity.flags & Defines.RF_FULLBRIGHT) != 0 ) + { + for (i=0 ; i<3 ; i++) + shadelight[i] = 1.0f; + } + else + { + R_LightPoint (currententity.origin, shadelight); + + // player lighting hack for communication back to server + // big hack! + if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 ) + { + // pick the greatest component, which should be the same + // as the mono value returned by software + if (shadelight[0] > shadelight[1]) + { + if (shadelight[0] > shadelight[2]) + r_lightlevel.value = 150*shadelight[0]; + else + r_lightlevel.value = 150*shadelight[2]; + } + else + { + if (shadelight[1] > shadelight[2]) + r_lightlevel.value = 150*shadelight[1]; + else + r_lightlevel.value = 150*shadelight[2]; + } + } + + if ( gl_monolightmap.string.charAt(0) != '0' ) + { + float s = shadelight[0]; + + if ( s < shadelight[1] ) + s = shadelight[1]; + if ( s < shadelight[2] ) + s = shadelight[2]; + + shadelight[0] = s; + shadelight[1] = s; + shadelight[2] = s; + } + } + + if ( (currententity.flags & Defines.RF_MINLIGHT) != 0 ) + { + for (i=0 ; i<3 ; i++) + if (shadelight[i] > 0.1f) + break; + if (i == 3) + { + shadelight[0] = 0.1f; + shadelight[1] = 0.1f; + shadelight[2] = 0.1f; + } + } + + if ( (currententity.flags & Defines.RF_GLOW) != 0 ) + { // bonus items will pulse with time + float scale; + float min; + + scale = (float)(0.1f * Math.sin(r_newrefdef.time*7)); + for (i=0 ; i<3 ; i++) + { + min = shadelight[i] * 0.8f; + shadelight[i] += scale; + if (shadelight[i] < min) + shadelight[i] = min; + } + } + + // ================= + // PGM ir goggles color override + if ( (r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) + { + shadelight[0] = 1.0f; + shadelight[1] = 0.0f; + shadelight[2] = 0.0f; + } + // PGM + // ================= + + shadedots = r_avertexnormal_dots[((int)(currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; + + an = (float)(currententity.angles[1]/180*Math.PI); + shadevector[0] = (float)Math.cos(-an); + shadevector[1] = (float)Math.sin(-an); + shadevector[2] = 1; + Math3D.VectorNormalize(shadevector); + + // + // locate the proper data + // + + c_alias_polys += paliashdr.num_tris; + + // + // draw all the triangles + // + if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) // hack the depth range to prevent view model from poking into walls + gl.glDepthRange(gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); + + if ( (currententity.flags & Defines.RF_WEAPONMODEL) != 0 && (r_lefthand.value == 1.0f) ) + { + gl.glMatrixMode( GL.GL_PROJECTION ); + gl.glPushMatrix(); + gl.glLoadIdentity(); + gl.glScalef( -1, 1, 1 ); + MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 4, 4096); + gl.glMatrixMode( GL.GL_MODELVIEW ); + + gl.glCullFace( GL.GL_BACK ); + } + + gl.glPushMatrix (); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + R_RotateForEntity (e); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + + // select skin + if (currententity.skin != null) + skin = currententity.skin; // custom player skin + else + { + if (currententity.skinnum >= qfiles.MAX_MD2SKINS) + skin = currentmodel.skins[0]; + else + { + skin = currentmodel.skins[currententity.skinnum]; + if (skin == null) + skin = currentmodel.skins[0]; + } + } + if (skin == null) + skin = r_notexture; // fallback... + GL_Bind(skin.texnum); + + // draw it + + gl.glShadeModel (GL.GL_SMOOTH); + + GL_TexEnv( GL.GL_MODULATE ); + if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) + { + gl.glEnable (GL.GL_BLEND); + } + + + if ( (currententity.frame >= paliashdr.num_frames) + || (currententity.frame < 0) ) + { + ri.Con_Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such frame " + currententity.frame + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if ( (currententity.oldframe >= paliashdr.num_frames) + || (currententity.oldframe < 0)) + { + ri.Con_Printf (Defines.PRINT_ALL, "R_DrawAliasModel " + currentmodel.name +": no such oldframe " + currententity.oldframe + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if ( r_lerpmodels.value == 0.0f) + currententity.backlerp = 0; + + GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); + + GL_TexEnv( GL.GL_REPLACE ); + gl.glShadeModel (GL.GL_FLAT); + + gl.glPopMatrix (); + + if ( ( currententity.flags & Defines.RF_WEAPONMODEL ) != 0 && ( r_lefthand.value == 1.0F ) ) + { + gl.glMatrixMode( GL.GL_PROJECTION ); + gl.glPopMatrix(); + gl.glMatrixMode( GL.GL_MODELVIEW ); + gl.glCullFace( GL.GL_FRONT ); + } + + if ( (currententity.flags & Defines.RF_TRANSLUCENT) != 0 ) + { + gl.glDisable (GL.GL_BLEND); + } + + if ( (currententity.flags & Defines.RF_DEPTHHACK) != 0) + gl.glDepthRange (gldepthmin, gldepthmax); + + if ( gl_shadows.value != 0.0f && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) + { + gl.glPushMatrix (); + R_RotateForEntity (e); + gl.glDisable (GL.GL_TEXTURE_2D); + gl.glEnable (GL.GL_BLEND); + gl.glColor4f (0,0,0,0.5f); + GL_DrawAliasShadow (paliashdr, currententity.frame ); + gl.glEnable (GL.GL_TEXTURE_2D); + gl.glDisable (GL.GL_BLEND); + gl.glPopMatrix (); + } + gl.glColor4f (1,1,1,1); + } + +} |