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| public void init(GLAutoDrawable d)
{
this.setSize(new Dimension(900,550));
d.setGL(new DebugGL(d.getGL()));
gl = d.getGL();
//gl.glLoadIdentity();
camera=new Camera(0,20,20,//Position
0,0,0, // Target
0,0,1);//up vector
/*glu.gluLookAt(20,20,20,//Position
0,0,0, // Target
0,0,1);//Up vector*/
gl.glClearColor(0.17f, 0.65f, 0.92f, 0.0f);// Blue Sky Clor for the backGround (Sky)
//gl.glLoadIdentity();
model3D.setGL(gl);
model3D.setGLU(glu);
model3D.setCamera(camera);
model3D.loadAllPolygonsAndPoints();
//gl.glMatrixMode( GL.GL_MODELVIEW );
light.setLightAmbiant(1,1,1,1);
light.setLightDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
light.setLightSpecular(1.0f, 1.0f, 1.0f, 1.0f);
light.setLightPosition(camera.getCameraPosX()+20,camera.getCameraPosY(),camera.getCameraPosZ()+10,0);
light.initLight(gl);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glDepthFunc(GL.GL_LESS);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glShadeModel(GL.GL_FLAT);
gl.glDepthRange(0.0, 1.0); /* The default z mapping */
d.addMouseListener(this);
d.addMouseMotionListener(this);
d.addMouseWheelListener(this);
d.addKeyListener(this);
this.addMouseListener(this);
this.addMouseMotionListener(this);
this.addMouseWheelListener(this);
this.requestFocus();
// The scene animator
anim = new FPSAnimator(d,fps);
anim.start();
} |
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