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public void setOrtho(int width, int height) { gl.glMatrixMode(GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof( 0, width, height, 0, -1, 1 ); // Select Ortho Mode gl.glMatrixMode(GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix } public void resetOrtho() { gl.glMatrixMode(GL_PROJECTION); // Select Projection gl.glPopMatrix(); // Pop The Matrix gl.glMatrixMode(GL_MODELVIEW); // Select Modelview gl.glPopMatrix(); // Pop The Matrix } //NOTE this is a method of a larger Texture class/object in Typhon. It presumes you have a texture ID and the wrap / //min/mag filter settings, etc. public void setTexParameters() { gl.glBindTexture(GL_TEXTURE_2D, id); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter); gl.glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode); } // NOTE - vertexBuffer and textureBuffer are VectorBuffer3f and VectorBuffer2f additional NIO buffer wrappers from the //Typhon framework. These are backed by underlying NIO FloatBuffers (so you could create a FloatBuffer and fill it //sequentially) public static void drawTexturedQuad(float x, float y, float width, float height, float tx, float ty, float tw, float th) { vertexBuffer.put(x, y, 0); vertexBuffer.put(x + width, y, 0); vertexBuffer.put(x, y + height, 0); vertexBuffer.put(x + width, y + height, 0); vertexBuffer.rewindWrite(); textureBuffer.put(tx, ty); textureBuffer.put(tx + tw, ty); textureBuffer.put(tx, ty + th); textureBuffer.put(tx + tw, ty + th); textureBuffer.rewindWrite(); gl.glVertexPointer(3, 0, vertexBuffer.getReadBuffer()); gl.glTexCoordPointer(2, 0, textureBuffer.getReadBuffer()); gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }